UC-NRLF 


JO 
*.  CO 


rGGESTED  ATHLETICS 
FOR  ARMY  CAMPS 


A.  E.  MARRIOTT 


SUGGESTED  ATHLETICS 
FOR  ARMY  CAMPS 


By 
A.  E.  MARRIOTT 

Author  of  "Hand-to -Hand  Fighting" 


ASSOCIATION     PRESS 

NEW  YORK:  347  MADISON  AVENUE 
1918 


COPYRIGHT,  1918,  BY 

THE  INTERNATIONAL  COMMITTEE  OF 

YOUNG  MEN'S  CHRISTIAN  ASSOCIATIONS 


CONTENTS 

I.     INTRODUCTION  1 

II.     MILITARY  BOXING 6 

III.  MILITARY  ATHLETICS 

SECTION  I 20 

SECTION  II 40 

IV.  SEMAPHORE  ATHLETICS  50 

V.     ATHLETIC  MANEUVERS 61 

VI.     MILITARY  FOOTBALL 75 

VII.  WRESTLING 84 

VIII.  MILITARY  PUSHBALL  .  87 


393019 


PREFACE 

This  manual  was  prepared  by  Mr.  Marriott,  primar- 
ily for  Y.  M.  C.  A.  Athletic  Directors  in  the  Army 
Camps,  though  the  Military  Athletic  Officers  also  will 
find  it  full  of  many  valuable  suggestions.  The  plans 
proposed  have  been  worked  out  in  actual  experience 
at  Camp  Sevier.  In  a  single  week  at  this  camp  six- 
teen thousand  men  were  given  instruction  in  hand  to 
hand  fighting  and  in  military  boxing  in  three  periods. 

The  work  was  so  attractive  and  worth  while  that  the 
military  authorities  took  an  interest  in  it  and  requested 
that  it  be  extended  and  several  of  the  regiments  were 
detailed  to  take  it. 

The  methods  proposed  by  Mr.  Marriott  are  such  as 
to  enable  the  instructors  to  handle  and  engage  large 
numbers  of  men  simultaneously  and  to  adapt  them  to 
every  individual  soldier.  This  is  absolutely  essential 
in  work  for  soldiers.  The  book,  therefore,  will  be 
found  very  useful,  as  it  fills  a  great  need. 

GEORGE  J.  FISHER 

Secretary    Physical    Work    Bureau 
National   War   Work   Council   of 
Young  Men's  Christian  Associations. 


INTRODUCTION 

In  the  Manual  on  Physical  Training  of  the  United 
States  Army,  War  Department  document  No.  436, 
issued  1914,  the  following  reference  to  athletics  ap- 
pears (page  309) : 

"The  value  of  Athletic  Training  in  the  Service  is 
dependent  upon  the  effect  it  has  upon  the  mass,  and 
not  upon  the  effect  it  has  upon  the  individual  few. 
The  training  in  order  to  meet  the  "requirements  of 
the  Service  should  have  nothing  in  common  with 
competitive  athletics,  but  should  be  broad  enough 
in  the  method  of  its  application  to  reach  out  and 
include  the  development  of  every  man  to  the  extent 
of  his  capabilities  in  those  branches  of  athletics,  the 
utility  of  which  to  the  Service  is  unquestioned.  In 
other  words,  it  should  have  an  applicable  value,  be 
educational,  and  not  spectacular ;  for  it  is  the  ability 
of  the  average  of  the  mass  that  determines  the  effi- 
ciency of  the  fighting  machine.  Consequently,  it 
should  be  the  aim  of  the  instructors  to  place  this 
phase  of  the  training  of  the  men  upon  precisely  the 
same  plane  as  that  of  other  portions  of  the  soldier's 
education." 

1 


2         f  ,    -    ATHLETICS  FOR  ARMY  CAMPS 

The  Manual  on  Physical  Training  of  the  United 
States  Army,  from  which  the  preceding  paragraph 
is  quoted,  was  issued  by  order  of  the  Secretary  of 
War  under  the  signature  of  Leonard  Wood,  Major- 
Gen.  Chief  of  Staff.  The  Manual  was  prepared  by 
Col.  F.  W.  Sladen,  Major  H.  J.  Koehler,  and  Lieut. 
Philip  Mathews.  It  is  very  evident  that  the  military 
experts  who  prepared  the  Manual  were  familiar 
with  the  needs  of  the  soldier.  They  were  also,  no 
doubt,  familiar  with  the  system  of  individual  com- 
petitive athletics  in  vogue  in  this  country.  The 
paragraph  clearly  indicates  that  the  individual  com- 
petitive athletics  in  which  most  of  us  have  been 
trained  and  educated  will  not  fill  the  need  of  an 
army,  because  of  its  specialized  and  individual  char- 
acter. 

Athletics  to  be  effective  as  a  training  agency  in 
the  army  must  reach  every  man  in  the  Service,  for 
the  ability  of  the  average  of  the  mass  determines 
the  efficiency  of  the  fighting  machine.  To  find  a 
place  in  the  army,  athletics  of  the  type  now  in 
vogue  must  don  a  new  suit  of  clothes.  It  must  put 
on  the  regulation  uniform  or  remain  a  civilian 
agency.  The  type  of  athletics  that  cannot  be  re- 
modeled to  meet  military  needs  should  be  elim- 
inated. 


INTRODUCTION  3 

We  pride  ourselves  on  being  a  nation  great  in 
athletics.  We  are  great  in  a  sense  because  of  our 
performances  in  specialized  individual  athletics. 
Our  runners  can  make  better  time,  we  can  jump  and 
vault  greater  distances  than  many  other  nations; 
but  have  we  given  our  millions  of  men  in  America 
an  athletic  training?  Far  from  it.  We  have  about 
one  per  cent  of  the  population  that  we  can  place 
in  the  athletic  class.  A  survey  at  Camp  Sevier 
shows  less  than  two  per  cent  of  the  men  in  the 
division  who  have  ever  had  a  boxing  glove  on  their 
hands  before  entering  the  army.  Men  who  have 
had  instruction  in  wrestling  are  very  few ;  about 
four  per  cent  have  had  some  athletic  training  in 
basket  ball  and  track  and  field  athletics.  The  base- 
ball percentage  runs  a  little  higher ;  but  the  experi- 
ence and  training  have  been  of  the  back  lot  variety 
in  their  boyhood  days.  Very  few  have  continued  in 
athletic  work  beyond  the  sixteenth  year. 

Conditions  are  not  much  better  in  the  other 
camps.  One  camp  may  average  a  little  higher,  and 
another  a  little  lower,  but  the  general  average  will 
not  go  much  above  Camp  Sevier.  Our  athletic  sys- 
tem in  America  has  been  built  upon  an  individual 
basis.  Our  athletics,  games,  and  contests  are  for 
small  groups  of  men.  Few  games  will  permit  more 


4  ATHLETICS  FOR  ARMY  CAMPS 

than  eleven  men  on  a  team.  With  such  a  system 
it  can  be  readily  seen  that  an  army  of  millions  of 
men  can  never  be  effectively  trained.  I  do  not  want 
to  be  misunderstood  in  my  statement  regarding  the 
athletics  now  in  vogue.  They  are  excellent  as  a 
recreative  agency  in  connection  with  military  train- 
ing; but  their  present  form  makes  it  impossible  for 
all  of  the  men  to  participate.  What  the  army  needs 
is  a  system  of  athletics  that  can  be  used  as  a  military 
training  agency  apart  from  the  recreative  work. 

It  is,  therefore,  very  evident  that  an  entirely  new 
system  of  athletics  must  be  developed.  Individual 
and  special  types  of  work  that  we  now  have  which 
will  lend  themselves  to  modification  to  meet  the 
military  requirements  will  find  a  place  in  this  new 
military  system.  Those  that  will  not  must  be 
placed  in  the  Military  Recreation  class,  for  soldiers 
to  enjoy  themselves  with  in  their  off  hours.  This 
type  of  work  will  play  an  important  part  with  the 
men  in  the  army,  but  such  work  will  reach  only  a 
small  percentage  and  will  not  fill  the  military  need 
at  the  present  time. 

At  Camp  Sevier  we  have  kept  in  mind  the  state- 
ments of  our  military  men  as  to  their  needs.  Early 
in  August,  1917,  a  policy  was  decided  upon.  We 
recognized  the  need  of  educational  mass  work  for 


INTRODUCTION  5 

a  division  of  30,000  men.  We  have  been  climbing 
steadily  and  have  reached  the.  point  where  we  be- 
lieve we  have  the  basis  upon  which  a  satisfactory 
system  of  military  athletics  can  be  built.  It  is  not 
complete,  but  has  proven  itself  so  effective  that  our 
.military  men  at  Camp  Sevier  are  enthusiastic  about 
its  results  and  possibilities.  We  will  continue  to 
develop  along  these  lines,  and  hope  in  the  near 
future  to  have  a  complete  system  of  work  that  will 
meet  the  needs  of  every  branch  of  the  Service. 


II 


MILITARY  BOXING 

It  is  very  evident  from  the  statements  of  our 
military  authorities  that  personal  combative  train- 
ing will  aid  greatly  in  the  development  of  qualities 
that  are  essential  in  bayonet  fighting. 

One  prominent  authority  states  that  the  "hand-to- 
hand"  fighting  introduced  into  the  British  system  of 
bayonet  fighting  adds  greatly  to  the  system  as  a 
whole.  A  knowledge  of  hand-to-hand  fighting  (in- 
fighting) has  become  an  integral  part  of  the  training 
given  the  soldiers  before  they  go  to  the  front. 

In  an  article  on  "Bayonet  Fighting  and  Physical 
Training"  in  The  Infantry  Journal,  August,  1917, 
Major  Percy  Hobbs  of  the  Canadian  forces  writes : 
"After  a  bayonet  attack,  in  nine  cases  out  of  ten, 
trench  or  open  warfare,  the  men  grapple.  The  man 
who  has  never  been  there  before  doesn't  know  what 
to  do.  He  has  been  shown  shortening  arms,  and 
jabbing  and  dropping  his  weapon  and  disarming  the 
other  fellow  and  a  lot  of  counters  and  trips  and 
tricks.  Well,  your  average  trained  men  tie  them- 

6 


MILITARY  BOXING  *  7 

selves  in  a  knot  and  roll  about  on  the  ground  and 
forget  everything." 

There  appeared  in  a  newspaper  article  under  the 
head  of  Amsterdam,  Jan.  21st,  1918,  the  following: 
"The  German  General  Von  Stein,  speaking  of  the 
war  situation,  said :  'The  moving  and  decisive 
power  is  the  individual  man/  He  declared  that  the 
Germans  are  not  afraid  of  the  wonders  of  technical 
science,  but  of  the  individual  soldier." 

The  individual  soldier  is  playing  an  increasingly 
large  part  as  the  great  war  progresses.  We  have 
the  various  branches  of  the  service  necessary  in 
modern  warfare,  all  doing  their  share  in  determining 
the  final  outcome ;  but  the  final  result  of  all  engage- 
ments in  the  last  few  years  of  the  war  seems  to 
have  rested  with  the  Sammy  who  goes  over  the 
top.  It  is  the  individual  soldier  who  determines 
the  final  result. 

One  of  the  activities  in  which  Sammy  engages 
at  times  in  his  travels  over  the  top  is  "hand-to- 
hand"  encounter.  He  oftentimes  has  a  set-to  in 
which  his  hands,  feet,  and  even  teeth,  play  an  im- 
portant part.  Such  encounters  happen  when  he 
loses  his  head  and  drops  his  weapon  to  take  a  shot 
at  Fritz  in  the  old  fashion  rough-and-tumble  fight. 
Such  encounters  continue  as  a  rule  until  a  fellow- 
soldier  happens  along  and  sticks  a  bayonet  through 


8  ATHLETICS  FOR  ARMY  CAMPS 

one  or  the  other,  according  to  the  side  he  belongs  to. 

To  round  out  Sammy  to  meet  such  emergencies, 
athletics  of  various  types  are  fast  coming  to  the 
front.  One  of  the  activities  that  is  receiving  con- 
siderable attention  in  our  training  camps  is  boxing, 
not  of  the  pugilistic  type,  but  rather  a  system  that 
is  fast  shaping  into  a  class  by  itself.  There  is  a 
similarity  between  the  leads  and  footwork  in  boxing 
to  the  leads,  thrusts,  parries,  etc.,  in  bayonet  fight- 
ing. The  boxing  instruction  aids  materially  in 
bayonet-fighting  efficiency. 

It  is  a  great  help  in  developing  footwork,  parries, 
thrusts,  etc.  That  fact  has  been  recognized.  Most 
of  us  have  been  quite  satisfied  with  this  relation 
and  outlined  our  work  with  this  as  a  basis  upon 
which  to  build  a  military  system  of  boxing.  Have 
we  placed  the  emphasis  correctly?  In  stopping 
here,  are  we  not  overlooking  its  most  valuable 
point?  If  the  statements  of  our  military  experts 
are  carefully  analyzed,  you  will  notice  that  they 
find  no  fault  with  Sammy's  footwork,  his  parries 
and  thrusts  upon  the  battlefield ;  but  they  do  find 
that  after  all  his  training  and  expertness  with  the 
bayonet,  he  loses  his  head,  drops  his  gun  at  times, 
and  closes  with  the  enemy  in  the  primitive  style 
of  settling  the  argument  with  his  fists.  The  need 
of  fighting  generalship  and  headwork  stands  out 


MILITARY  BOXING  9 

clearly  above  all  others.  We  are  far  below  the 
real  significance  of  boxing,  when  we  relate  it  to  the 
footwork,  parries,  and  thrusts  alone. 

Now,  why  this  hand-to-hand  encounter,  when  the 
bayonet  is  a  more  satisfactory  means  of  disposing 
of  the  enemy?  The  reason  is  easily  explained.  This 
fellow  who  jumps  at  the  enemy  with  his  hands  con- 
trary to  orders  is  minus  the  training  in  fighting 
generalship  and  experience.  If  he  happens  over  the 
top  often  enough  he  will  no  doubt  settle  down,  size 
up  the  enemy,  and  hold  to  his  bayonet  until  it  is 
to  his  advantage  to  drop  it.  He  may  live  long 
enough  to  get  his  fighting  experience  and  general- 
ship by  going  over  the  top,  but  experience  in  gen- 
eralship by  going  over  the  top  is  rather  dangerous 
and  costly.  Personally,  I  would  rather  take  my 
fighting  generalship  and  head  training  with  the 
boxing  gloves. 

The  mental  attitude  of  men  in  a  killing  fight  is 
not  stimulated  or  modified  by  the  kind  of  weapon 
used.  Fighting  is  fighting;  it  makes  no  difference 
what  kind  of  weapon  you  have  in  your  hands,  the 
psychic  element  involved  is  the  same.  It  is  the 
generalship  and  spirit  that  form  the  deciding  factor 
in  the  contest  between  individuals  or  armies.  If 
you  know  how  to  fight  you  will  be  a  hard  nut  to 
crack  with  fists,  knives,  guns,  swords,  or  bayonets. 


10  ATHLETICS  FOR  ARMY  CAMPS 

You  are  a  fighter ;  you  have  generalship ;  you  have 
confidence,  which  is  more  than  half  the  battle,  be- 
cause you  have  the  bed-rock  principles  of  all  fight- 
ing. You  know  when  to  be  aggressive  and  when  to 
be  cautious ;  you  see  an  opening,  and  take  advan- 
tage of  it ;  you  know  how  to  think  under  fire,  be- 
cause you  have  the  faculty  of  making  your  brain  the 
most  important  factor  in  the  encounter. 

Now,  you  take  a  rookie,  hand  him  to  a  bayonet 
expert,  and  in  a  few  weeks  you  have  a  skilled  sol- 
dier with  this  particular  weapon.  He  is  a  bayonet 
expert.  Now  add  to  this  an  intensive  course  of 
fighting  experience  and  generalship  with  the  boxing 
gloves,  and  you  have  a  fighter,  as  well  as  a  bayonet 
expert.  To  defeat  him  you  must  have  the  same 
stuff  he  has,  and  some  more.  He  can  hand  an 
opponent  a  whole  lot  of  extra  training  and  soldierly 
efficiency  and  beat  him.  He  will  never  lose  in  a 
bayonet  or  hand-to-hand  encounter,  unless,  per- 
chance, his  opponent  be  by  far  his  superior. 

Bear  in  mind  the  conditions  under  which  the  final 
result  of  a  battle  is  obtained ;  take  into  consider- 
ation the  statements  of  our  military  men  as  to  the 
behavior  of  the  soldier  on  the  battlefield  after  a 
bayonet  attack ;  weigh  well  the  fighting  generalship 
that  governs  all  personal  encounter ;  consider  that 
millions  of  inexperienced  men  must  be  taught  in  a 


MILITARY  BOXING  11 

short  period  of  time ;  keep  in  mind  the  military  dis- 
cipline and  principles — then  you  are  ready  to  outline 
a  system  of  military  boxing  that  will  be  an  effective 
agency  in  training  soldiers. 

We  have  outlined  a  system  of  military  boxing  to 
fill  the  need  as  we  see  it.  We  have  a  system  of 
fighting  generalship  in  which  boxing  gloves  are 
used,  if  I  may  express  it  that  way,  in  outlining  the 
course.  Military  methods  have  been  used ;  the  mili- 
tary training  is  intensive,  the  boxing  is  intensive ; 
military  methods,  discipline,  and  formations  must 
not  be  violated.  The  work  is  elementary,  contain- 
ing only  the  fundamental  principles  of  scientific 
boxing.  The  object  is  to  get  the  gloves  on  the 
pupil  as  soon,  and  as  often,  as  possible ;  to  give  him 
the  actual  fighting  experience. 

We  have  outlined  a  course  that  experience  may 
help  us  to  improve;  but  to  date  it  is  giving  satis- 
factory and  gratifying  results. 

MILITARY  BOXING  INSTRUCTION 
TECHNIQUE  OF  COMPANY  INSTRUCTION 

The  instructor  should  have  four  assistants  de- 
tailed for  each  company. 


12  ATHLETICS  FOR  ARMY  CAMPS 

The  assistants  will  put  on  and  remove  gloves 
from  No.  2  in  front  rank  upon  command  of  the 
instructor.  They  will  aid  in  boxing  instruction 
when  needed. 

The  front  rank  will  stack  gloves  on  a  straight 
line  in  sets  at  a  distance  of  2  ft.,  in  boxing  square 
formation. 

Platoons  will  assume  a  position  of  attention  on  a 
straight  line  with  the  gloves,  at  a  distance  of  two 
feet,  forming  a  square,  the  front  rank  on  the  inside, 
the  rear  rank  on  the  outside  square. 

Upon  command,  "Take  gloves,"  the  men  in  the 
front  rank  will  step  forward  upon  the  left  foot,  and 
take  up  gloves  from  the  ground  in  front  of  them. 
The  front  rank  will  about  face,  adjust  the  gloves 
upon  the  men  in  the  rear  rank.  Then  Nos.  2  and  4 
in  the  front  rank  will  place  gloves  on  Nos.  1  and  3 
in  the  front  rank.  No.  2  will  then  adjust  gloves 
upon  No.  4.  The  assistants  will  then,  adjust  gloves 
upon  No.  2. 

Upon  command,  "Take  intervals,"  the  front  rank 
will  about  face.  Platoons  will  give  way  to  the  left 
and  right,  assuming  the  boxing  formation,  with  in- 
tervals of  6  ft.  distance  of  36  in.  (In  giving  way  to 
left  and  right,  ranks  raise  the  arms  to  side  hori- 
zontal position ;  a  few  inches  clearance  between 
finger  tips  will  give  the  desired  interval.) 


MILITARY  BOXING  13 

Upon  command,  "Toe  guard,"  the  soldier  will 
step  forward  upon  the  left  foot  (12  in.  from  the  toe 
of  the  right  to  the  heel  of  the  left  foot)  and  assume 
boxer's  position. 

Upon  command,  "Action,"  the  officer  who  is  keep- 
ing time  will  blow  the  whistle,  which  will  start  the 
bout.  At  the  end  of  the  time  set  for  the  round,  the 
timekeeper  will  blow  the  whistle  and  the  bout  will 
end. 

Upon  command,  "Remove  gloves,"  assistants  will 
remove  gloves  from  No.  2,  No.  2  will  remove  gloves 
from  No.  4,  Nos.  2  and  4  will  remove  gloves  from 
Nos.  1  and  3.  Front  rank  will  then  remove  gloves 
from  rear  rank.  Tie  strings  in  bow  knot  and  stack 
gloves  upon  the  ground,  upon  command. 

Attention.  The  position  the  unarmed  soldier  as- 
sumes upon  the  command,  "Attention,"  given  by 
the  officer. 

Action.  Company  ready.  Signal  to  the  timer  to 
start  the  boxing  with  the  whistle. 

Distance.  The  distance  between  the  front  and 
rear  rank  from  the  chest  of  the  man  in  the  front 
rank  to  the  chest  of  the  man  in  the  rear  rank. 

Interval.  The  distance  between  men  in  rank 
from  elbow  to  elbow. 

Recover.     Return  to  starting  position. 


14  ATHLETICS  FOR  ARMY  CAMPS 

Remove  gloves.  The  command  to  remove  the 
boxing  gloves. 

Stack  gloves.  The  command  given  to  stack  the 
gloves  in  sets  upon  the  ground  by  the  front  rank. 

Take  gloves.  The  command  for  the  front  rank  to 
take  the  gloves  and  adjust  them  on  rear  rank  and  on 
1-3-4  in  front  rank. 

Points  of  Attack: 

1.  Jaw. 

2.  Solar  Plexus. 

3.  Heart. 

Four  blows,  of  which  all  others  are  more  or  less 
variations,  are  the  only  ones  to  be  taught  in  com- 
pany instruction.  The  soldier  that  will  master  them 
has  a  firm  foundation  upon  which  to  become  an  ex- 
pert in  the  art  of  self-defense.  These  four  blows  are : 

1.  Left  lead  for  the  jaw. 

2.  Right  lead  ior  the  jaw. 

3.  Left  lead  for  the  body. 

4.  Right  lead  for  the  body. 

IMPORTANT  POINTS  TO   OBSERVE: 

1.  How  to  hold  the  hands. 

2.  Never  close  the  eyes. 

3.  Keep  the  chin  well  down  while  boxing. 


MILITARY  BOXING  15 

4.  Keep   the   teeth    evenly   together.      Prevents 
cutting. 

5.  Extreme  roughness  should  be  avoided. 

6.  The  right  or  guarding  arm  should  not  go  far 
from  the  body. 

7.  Hit  with  palm  down  and  back  of  knuckles. 

8.  Close  fists  tight  just  before  striking  blow. 

9.  Do  not  permit  wrist  to  bend  when  striking 
blow. 

10.  Position  of  feet :  left  foot  flat  on  the  ground, 
right  heel  off  about  one  inch. 

NOTE  :  The  emphasis  placed  upon  making  fighters 
rather  than  boxers.  The  aim  is  to  fit  the  men  for 
bayonet  fighting,  to  make  them  aggressive,  clear- 
thinking  soldiers  under  fire. 

(Stress  headwork.) 

PERIODS  OF  INSTRUCTION 

1.  Points  of  attack. 

Ten  points  to  be  observed. 
Commands. 

Demonstration    and    practice — right    and    left 
leads  to  head. 

2.  Repeat  points  of  attack. 
Ten  points  to  be  observed. 
Commands. 


16  ATHLETICS  FOR  ARMY  CAMPS 

Demonstration  and  practice,  right  and  left  leads 
to  head — right  and  left  leads  to  body. 

3.  Review  points  of  attack. 
Ten  points  to  be  observed. 
Commands. 

Demonstration  and  practice — four  leads. 

4.  General  review  ten  minutes. 
Practice  four  leads. 

Two  rounds  of  sparring  of  two  minutes  each 

with  gloves. 
Only  the  four  leads  to  be  used.     Two  minutes 

between  rounds. 

5.  Practice  four  leads.     Ten  minutes. 

Three  rounds  sparring.     Only  four  leads  per- 
mitted. 
Explain  errors  as  noted  in  men. 

6.  Cover  four  leads  in  10  minutes'  practice. 
Three  rounds  sparring..     Men  should  be  per- 
mitted   to    use    only    the    four    fundamental 
blows. 

7th,  8th,  9th,  and  10th  periods  same  as  No.  6. 

After  the  first  ten  periods,  boxing  and  sparring 
for  aggressiveness,  fighting,  generalship,  etc.  The 
longer  the  work  is  continued,  the  more  satisfactory 
the  result.  Regular  boxing  periods  should  be  con- 
tinued. 


MILITARY  BOXING  17 

BOXING  RULES 

Object 

To  develop  quickness  of  eye,  hand,  and  foot,  and 
thereby  add  to  one's  efficiency  in  the  use  of  the  bayonet. 

To  develop  skill  and  confidence  in  hand-to-hand 
encounter,  to  learn  the  art  of  self-defense. 

Scale  of  Weights 
Bantam,  115  Ibs.  or  under 
Feather,  125  Ibs.  or  under 
Light,  135  Ibs.  or  under 
Welter,  145  Ibs.  or  under 
Middle,  160  Ibs.  or  under 
Light-Heavy,  175  Ibs.  or  under 
Heavy,  over  175  Ibs. 

The  boxer  should  aim  to  hit  and  get  away  rather 
than  to  give  and  take  rough-house.  The  emphasis 
should  be  placed  upon  skill,  accuracy,  and  aggressive- 
ness, rather  than  the  knock-out. 

The  Ring 

The  ring  shall  be  24  feet  square,  or  as  near  that  size 
as  possible.  The  ring  shall  be  enclosed  with  two 
strands  of  rope,  one  above  the  other,  forming  a  square 
of  24  feet.  The  top  strand  of  the  rope  shall  not  be 
higher  than  4  feet  from  the  floor,  the  bottom  strand 
about  24  inches. 


18  ATHLETICS  FOR  ARMY  CAMPS 

There  shall  be  no  obstructions  inside  the  ring.  At 
the  sound  of  the  gong,  corner  chairs  shall  be  instantly 
removed. 

Gloves 

The  gloves  shall  weigh  not  less  than  seven  ounces. 
Should  the  gloves  come  off  or  become  damaged  in  such 
a  manner  as  to  endanger  either  of  the  contestants,  the 
referee  shall  stop  the  bout  until  the  gloves  have  been 
replaced.  The  bout  will  then  proceed. 

Hitting  with  the  gloved  hand  only  will  be  permitted. 

Rounds 

The  rounds  shall  be  of  three  minutes'  duration,  with 
one  minute  rest  between  the  rounds. 

Five  rounds  shall  be  the  duration  of  bouts. 

No  hugging  or  wrestling  will  be  allowed.  The 
contestants  must  break  away  immediately.  Both 
hands  must  be  free  upon  delivery  of  a  blow  in  the 
break-away. 

Down 

A  man  on  one  knee  shall  be  considered  as  down.  If 
struck  in  this  position,  he  shall  be  awarded  the  deci- 
sion. A  man  hanging  on  the  ropes  in  a  helpless  state 
shall  be  considered  down. 

If  a  man  falls  he  must  get  up  unassisted.  Ten  sec- 
onds will  be  allowed  him  to  do  so.  The  opponent  shall 


MILITARY  BOXING  19 

in  no  way  obstruct  or  interfere  with  the  fallen  man 
in  his  efforts  to  regain  his  feet.  When  the  fallen  man 
is  on  his  feet,  the  bout  will  be  resumed  until  three  min- 
utes have  expired. 

If  one  man  fails  to  regain  his  feet  within  ten  sec- 
onds, it  shall  be  in  the  power  of  the  referee  to  award 
the  decision  to  the  opponent. 

The  referee  can  at  any  time  stop  the  bout  and  award 
a  decision,  if  he  believes  a  man  out-classed  or  in  a 
helpless  state. 


Ill 

MILITARY  ATHLETICS 

SECTION  I 
MASS  WORK 

The  mass  athletics  are  outlined  with  a  view  to 
making  possible  the  participation  of  entire  com- 
panies, battalions,  or  regiments  in  athletics  at  one 
time.  All  events  that  will  not  lend  themselves  to' 
modification  to  meet  the  military  requirements  have 
been  discarded  and  only  those  in  which  entire  com- 
panies can  participate  in  relays,  games,  etc.,  are 
used.  The  events  enable  men  of  no  experience  as 
well  as  experts  to  participate  on  an  equal  footing. 
The  utility  of  the  work  to  the  service  is  very  evi- 
dent. 

COMPANY  ROPE  HURDLES 

Companies  will  line  up  in  columns  of  fours  at  the 
starting-mark  for  the  Company  Hurdles.  Five  or 
more  pieces  of  sash  cord  15  feet  long  will  be  needed. 
The  hurdles  should  be  placed  5  yards  apart.  Two 
men  should  be  detailed  to  hold  each  rope.  They 

20 


MILITARY  ATHLETICS  21 

will  sit  upon  the  ground,  with  knees  drawn  up  for 
a  brace,  and  pull  the  rope  taut,  holding  it  shoulder 
high.  A  loop  can  be  made  in  each  end  of  the  rope 
and  a  stick  inserted;  this  will  permit  the  men  to 
hold  the  rope  steady. 

Upon  the  command,  "Go/'  the  first  four  in  the 
column  will  run  and  clear  the  hurdles.  As  soon 
as  the  first  four  have  cleared  the  first  hurdle,  the 
second  four  will  start,  etc.,  until  the  entire  company 
have  cleared  the  hurdles. 

This  work  will  afford  excellent  training  for  the 
men  in  clearing  wire  entanglements,  trenches,  etc. 

NOTE  :  The  officer  should  see  that  the  rope  holders 
do  not  raise  the  rope  when  the  men  are  clearing,  as 
injury  to  the  runners  may  result. 

SHUTTLE  BROAD  JUMP 

The  number  of  men  on  a  team  is  unlimited. 
Teams  will  line  up  single  file,  facing  each  other 
at  a  distance  of  15  feet.  The  first  man  of  Team  A 
will  step  forward,  place  his  toes  at  the  starting 
mark  or  take-off,  and  jump.  His  jump  should 
be  marked  clearly.  The  first  man  of  Team  B  will 
step  out  to  the  place  where  his  opponent  jumped, 
place  his  toes  at  the  heel  mark,  and  jump  back. 
The  second  man  of  Team  A  will  jump  from  the 
mark  set  by  the  first  man  on  Team  B,  etc.,  until 


22  ATHLETICS  FOR  ARMY  CAMPS 

all  of  the  men  of  both  teams  have  jumped.  The 
winner  of  the  jump  will  be  determined  by  the  dis- 
tance from  the  starting  mark,  or  take-off,  on  one 
side  or  the  other.  If  the  final  jump  is  in  front  of 
the  take-off,  Team  A  wins;  if  over  the  take-off, 
Team  B  wins. 

SQUAD  BROAD  JUMP 

Squads  line  up  single  file  at  the  starting  mark  at 
intervals  of  10  feet.  The  first  man  in  the  file  places 
his  toes  on  the  starting  mark,  or  take-off  board,  and 
jumps.  The  judge  will  mark  clearly  on  the  ground 
the  distance  jumped.  The  squad  moves  up;  the 
second  man  jumps  from  the  point  or  mark  made 
by  the  first  man,  etc.,  until  the  entire  squad  have 
jumped.  The  total  distance  jumped  by  the  squad 
is  then  measured  and  the  squad  jumping  the  farthest 
wins  the  event. 

THREE-LEGGED  RACE 

The  two  competitors  stand  beside  each  other  and 
strap  together  the  inside  legs  just  above  the  ankle 
and  above  the  knee.  The  competitor  on  the  left 
places  his  arm  around  the  back  with  the  hand  in 
the  armpit  of  his  teammate.  The  competitor  on  the 
right  will  place  his  left  arm  over  this  teammate's 


MILITARY  ATHLETICS  .  23 

right  hand  in  armpit.  Upon  the  command,  "Go," 
both  men  step  off  together.  The  men  must  keep 
in  step,  or  trip  up.  A  little  practice  will  enable  men 
to  become  quite  expert. 

INDIVIDUAL  SACK  RACE  OR  RELAY 

Individual:  A  strong  sack,  extending  at  least  to 
the  waist-line,  held  in  place  by  the  hands,  must  be 
held  at  the  waist-line  and  not  permitted  to  drop 
down  around  the  knees.  A  coffee  or  potato  sack 
will  answer  the  purpose.  Upon  the  command, 
"Go,"  the  competitor  will  start  by  a  series  of  short 
steps,  or  jumps,  as  he  may  desire.  The  jumps  are 
the  more  satisfactory  method.  If  the  contestant 
falls,  he  must  arise  immediately  and  continue  to 
the  finish  line,  or  be  considered  out  of  the  race. 

Relay:  In  running  a  sack  relay  race,  one  sack 
only  will  be  needed  for  each  team.  The  teams  will 
line  up  single  file,  the  first  man  in  the  sack  holding 
it  to  the  waist-line.  Upon  the  command,  "Go,"  he 
will  race  to  the  turning  point,  return  to  his  team, 
get  out  of  the  sack  and  hand  it  to  the  second  man 
on  the  team,  who  will  get  into  the  sack  and  cover 
the  distance  in  the  same  manner  as  did  the  first 
member  of  the  team.  He  will  hand  sack  to  the 
third  man,  etc. 


24  ATHLETICS  FOR  ARMY  CAMPS 

CHARIOT  RACE 

The  company  will  line  up  in  columns  of  fours, 
the  columns  numbered  from  1  to  4  from  left  to 
right.  No.  1  will  take  hold  of  left  hand  of  No.  2 
with  his  left,  and  the  left  hand  of  No.  3  with  his 
right.  No.  2  will  hold  the  left  hand  of  No.  4  with 
his  right.  No.  3  will  hold  the  right  hand  of  No.  4 
with  his  right. 

The  race  can  be  of  any  distance,  preferably  50  to 
100  yards.  The  men  must  hold  hands  throughout 
the  entire  race. 

In  relays,  care  should  be  taken  to  have  the  run- 
ning four  finish  on  the  left  side  of  the  waiting 
column.  As  soon  as  the  first  four  have  run  over 
the  finish  line,  the  next  four  will  start,  and  so  on 
until  the  entire  company  has  run  the  distance  in 
relays  of  fours.  This  event  is  an  ideal  company 
relay. 

TUG  O'  WAR 

A  rope  will  be  needed  not  less  than  60  feet  long 
and  \y2  inches  in  diameter,  without  knots  or  other 
holdings  for  the  hands.  The  rope  should  be  marked 
in  the  center  with  adhesive  tape  or  a  permanent 
mark. 


MILITARY  ATHLETICS  25 

Teams  of  eight  men  are  preferable  for  inter- 
company and  inter-regimental  competition.  Any 
number  of  men  can  pull  on  a  team.  The  entire 
company  or  platoon  teams  can  pull  by  lengthening 
the  rope. 

A  center  line  should  be  marked  upon  the  ground 
with  side  lines  parallel  with  the  center  line  6  feet 
on  each  side.  The  men  on  the  teams  should  take 
up  their  positions  outside  the  side  lines.  Upon 
command  to  get  ready,  teams  will  take  up  their 
positions.  The  rope  should  be  pulled  taut, 'with 
the  center  mark  of  the  rope  over  the  center  line. 
At  the  command,  "Go/'  both  teams  pull.  The  team 
pulling  the  center  mark  of  the  rope  over  the  6  foot 
side  line  wins  the  tug.  The  best  two  out  of  three 
trials  decide  the  winner  of  the  contest. 

CENTIPEDE  RACE 

A  pole,  preferably  a  green  sapling,  two  inches  in 
diameter  and  ten  feet  long,  will  be  required. 

Teams  of  seven  men.  Poles  can  be  cut  longer 
and  any  number  of  men  can  make  up  a  team,  accord- 
ing to  the  length  of  pole. 

DISTANCE:    50  to  100  yards  most  popular. 

The  team  is  lined  up  single  file,  the  pole  being 
carried  between  the  legs  of  the  men.  The  men 


26  ATHLETICS  FOR  ARMY  CAMPS 

grasp  the  pole  with  the  left  hand,  placing  the  right 
hand  upon  the  shoulder  of  the  man  in  front.  The 
first  man  can  hold  the  pole  with  both  hands  or  be 
designated  to  carry  a  flag  in  the  right  hand. 

Upon  starting  command,  the  team  should  step 
forward  upon  the  left  foot.  They  must  keep  step 
or  they  are  liable  to  trip  up. 


SEVIER  MILITARY   RELAY  IN   SQUAD   OR 
COMPANY 

Company  or  squad  will  line  up,  march  50  yards, 
and  stack  their  guns  on  a  straight  line — the  guns 
to  be  stacked  on  the  50-yard  mark — march  back  to 
starting  point,  and  line  up  single  line  for  a  hustle 
ball  race. 

1.  The  regular  hustle  ball  race  will  be  run 
through.  Upon  finishing,  men  will  take  hold  of 
hands,  run  50  yards,  secure  their  guns,  and  return 
to  starting  position.  The  company  that  has  its  last 
man  over  the  finish  line  first  wins. 

NOTE  :  The  entire  team  must  be  over  the  line  to  win. 
One  man,  the  last  one,  is  the  deciding  factor  in  the 
event. 

(See  page  27  for  description  of  Hustle  Ball  Re- 
ay.) 


MILITARY  ATHLETICS  27 

RED  CROSS  RELAY 

Any  distance  or  number  of  men  on  a  team. 

Teams  will  divide  into  two  sections — half  a  squad, 
platoon,  or  company,  according  to  the  number  on 
a  team — which  will  line  up  single  file,  facing  each 
other,  50,  75,  or  100  yards  apart.  The  first  man  of 
each  half  of  the  team  will  hold  a  Red  Cross  flag. 
Upon  starting  command,  the  first  men  will  run 
toward  each  other,  exchange  flags,  and  return  to 
their  units,  handing  the  flags  to  the  second  runners, 
who  will  run  the  distance,  exchange  flags,  and  re- 
turn, handing  flags  to  third  men,  etc.  The  last  on 
the  team  will  run  toward  each  other,  meet,  join 
hands  and  run  to  the  finish  line  of  Section  A. 

NOTE  :  Team  should  be  designated  Sections  A  and  B. 

MEDICINE  BALL  RELAY  (Hustle  Ball) 

The  team  will  line  up  company  front ;  the  front 
rank,  upon  command,  will  march  off  six  paces ;  halt. 
The  company  will  then  face  to  left  or  right ;  spread 
the  legs  24  to  30  inches  apart.  The  *first  man  at 
the  head  of  the  file  will  place  the  ball  on  the  ground 
between  his  legs.  Upon  the  command,  "Go,"  the 
balls  will  be  rolled  through  the  legs  of  the  men  to 
the  last  man  on  the  end  of  the  file.  He  will  pick 
the  ball  up,  run  to  the  head  of  the  file,  spread  his  legs, 


28  ATHLETICS  FOR  ARMY  CAMPS 

and  roll  the  ball  through  to  the  man  at  the  end  of  the 
file,  who  will  pick  it  up,  run  forward  to  the  head  of 
the  file,  spread  his  legs,  and  roll  the  ball  through  to  the 
last  man,  who  will  run  forward.  This  will  continue 
until  the  man  who  started  at  the  head  of  the  file 
carries  the  ball  forward,  making  a  complete  round, 
each  man  carrying  the  ball  the  length  of  the  file 
to  the  head  of  the  line.  When  the  starter  returns 
to  the  head  of  the  column  with  the  ball  the  race  is 
finished.  The  rank  finishing  first  wins  the  relay. 

NOTE  :  Teams  of  any  number  can  play :  squad,  pla- 
toon, or  company.  Three  squads  make  the  liveliest  re- 
lay, however. 

PRONE  STARTING  RELAY  RACE 

Any  distance  or  number  of  men  on  team. 

The  contestants  will  lie  flat  on  the  ground  (face 
do\vn).  Upon  the  starting  command,  the  first  man 
will  raise  himself  up,  and  run  the  distance  specified ; 
when  he  returns  the  second  man  will  raise  himself 
up  and  run.  The  entire  team  will  run  the  required 
distance  in  this  manner.  A  team  will  be  disquali- 
fied if  they  raise  themselves  up  before  the  relay 
runner  crosses  the  finish  line. 

NOTE  :  A  relay  starter  should  be  stationed  with  each 
team  to  give  the  starting  commands  to  each  man 
the  runner  crosses  the  finish  line. 


MILITARY  ATHLETICS  29 

CROSS  COUNTRY  RUN 

Material  needed :  Enough  flags  to  mark  the  course 
properly,  three  stop  watches,  starting  gun,  record 
blanks  and  score  sheets,  pencils,  worsted  finish  line. 

A  cross  country  race  can  be  run  over  a  course  from 
three  to  seven  miles.  The  distance  of  the  event  can  be 
determined  by  the  officers.  The  course  should  be  over 
fields,  hills,  roads,  etc.,  and  shallow  streams,  fences, 
or  like  obstructions  are  not  objectionable. 

Before  the  day  set  for  the  race  a  pathfinder  should 
outline  the  course,  measure,  and  properly  mark  it. 
The  course  should  be  marked  as  follows :  A  red  and 
white  signal  flag  indicates  that  the  course  is  straight 
ahead.  A  Red  Cross  flag  indicates  turn  to  the  left. 
An  American  flag  indicates  turn  to  the  right.  The 
flags  should  be  on  stakes  about  three  feet  from  the 
ground. 

Scoring 

The  team  scoring  the  lowest  number  of  points  wins 
the  race.  First  place  will  count  one  point ;  second  two 
points ;  third  three  points,  etc. ;  up  to  the  last  man  to 
finish.  The  number  to  count  in  the  scoring  on  a  team 
will  be  10  per  cent,  less  than  the  number  entered.  If 
a  ten-man  team  is  entered,  the  first  nine  men  on  the 
team  to  finish  will  count  against  the  team  they  repre- 
sent. If  it  is  a  twenty-man  team,  the  first  eighteen 


30  ATHLETICS  FOR  ARMY  CAMPS 

men  on  each  team  will  count.  Each  team  shall  have 
scored  against  it  the  first  90  per  cent,  of  its  entries 
to  finish.  If  more  than  10  per  cent,  of  the  entries  fail 
to  finish,  the  team  is  out  of  the  race. 

Officials  Needed 

One  referee,  one  starter,  three  to  five  judges  of  fin- 
ish, one  clerk  of  course,  three  timers,  one  scorer,  and 
an  ample  number  of  marshals  to  cover  the  course — 
mounted  marshals  preferable. 

ARMY  MEDLEY  RELAY  RACE  50  YARDS 

Number  of  Men  on  Each  Team — 36 

The  first  man  will  run  a  50-yard  dash. 

Second — two  men  will  run  the  three-legged  race. 

Third — three  men  will  run  a  saddle-seat  man-carry 
race. 

Fourth — four  men  will  run  the  chariot  race. 

Fifth — five  men  will  run  the  litter-bearer's  race. 

Sixth — six  men  will  run  the  whip  snap  race. 

Seven — seven  men  will  run  the  centipede  race. 

Eighth — eight  men  will  run  the  pole  race. 

Diagram  of  Line-up 
.  50-yard  dash 
.  .  Three-Legged  Race 
.  .  .  Saddle  Seat  Man-Carry 


MILITARY  ATHLETICS  31 

....  Chariot  Race 

Litter  Bearer's  Race 

Whip  Snap  Race 

Centipede  Race 

Pole  Race 

The  dots  show  the  line-up  of  the  team  ready  for  the 
start  of  the  race. 

GUN  UP  RELAY 

The  team  will  line  up  company  front,  march  off  the 
specified  distance,  stacking  their  guns  parallel  with  the 
starting  line,  return  to  starting  position,  and  line  up 
company  front.  Upon  starting  command,  the  first  four 
in  the  front  rank  will  run  up,  get  their  guns,  and  re- 
turn to  starting  mark,  taking  care  to  finish  to  the  left 
of  the  team.  The  first  four  in  the  rear  rank  will 
start,  take  up  their  guns,  and  return.  Upon  their  re- 
turn, the  second  four  in  the  front  rank  will  run,  etc. 
Men  must  not  start  until  the  last  man  of  each  four 
is  over  the  finish  line.  As  the  men  finish  running,  they 
will  fall  in  behind  the  rear  rank  of  the  team  at  ease. 
The  company  having  its  last  man  over  the  finish  line 
first  wins  the  relay. 

NOTE  :  Team  can  line  up  in  column  or  company 
front.  When  column  of  fours  line  up  is  used,  the  guns 
should  be  stacked  on  a  line  at  right  angles  to  the  fin- 
ish line. 


32  ATHLETICS  FOR  ARMY  CAMPS 

MILITARY  DISPATCH  RELAY  RACE 

The  race  can  be  of  any  distance  and  any  number  of 
men  on  a  team.  Races  of  this  type  have  been  run 
from  New  York  to  Washington,  etc.  Previous  to  the 
day  of  the  race  the  course  should  be  outlined  and 
clearly  marked  at  the  relay  changing  points  along  the 
course.  Flags  or  markings  should  be  placed  upon  near- 
by trees,  telegraph  poles,  etc.  A  typewritten  notice 
should  be  tacked  up  near  relay  points,  giving  the  in- 
structions to  the  officials  and  contestants  as  to  just 
where  the  relay  points  are.  The  entire  course  should 
be  covered  by  the  officials  of  the  race  before  the  event, 
if  possible.  This  will  aid  greatly  in  preventing  mistakes 
and  confusion  during  the  race.  After  the  course  has 
been  outlined,  a  sketch  with  a  clear  description  of  the 
course  and  relay  points,  start  and  finish  of  the  race, 
turns  in  the  road,  and  conditions  of  the  course  at  vari- 
ous points  should  be  made.  The  captain  of  each  team 
should  be  furnished  a  copy  at  least  thirty  minutes  be- 
fore the  contestants  leave  for  their  relay  points. 

Ample  time  should  be  given  the  contestants  to  reach 
their  relay  points.  Suitable  conveyances  should  be 
furnished  to  distribute  the  men  over  the  course.  The 
contestants  who  are  to  run  the  2nd,  3rd,  4th,  5th,  6th, 
7th,  etc.,  relays  should  leave  in  suitable  conveyances 
for  their  places.  The  men  to  run  the  2nd  relay  should 
be  left  at  that  relay  point,  the  3rd  men,  at  the  3rd 


MILITARY  ATHLETICS  33 

point,  etc.,  until  the  entire  course  has  been  covered. 
The  conveyances  should  then  take  up  positions  along 
the  course  and  pick  up  the  contestants  as  they  finish 
the  relays  and  return  them  to  the  starting  point. 

In  a  25-mile  dispatch  race,  there  is  a  team  of  twenty- 
five  men,  each  man  running  one  mile.  Races  have 
been  run  covering  as  much  as  a  thousand  miles,  each 
city  furnishing  its  quota  of  athletes  and  marking  their 
section  of  the  course. 

The  contestants  should  be  numbered  and  carry  a 
message  or  baton,  which  must  be  handed  to  the  relay 
runner  at  the  next  changing  point.  The  last  man  must 
have  the  message  or  baton  in  his  possession  at  the 
finish. 

NOTE  :  Regular  relay  rules  will  prevail. 

MAN-CARRY  RACE  BLINDFOLDED 

This  race  is  similar  to  the  astride  the  back  carry 
race;  but  the  bearer  is  blindfolded  and  the  patient,  or 
rider,  directs  his  course.  The  bearer  depends  upon 
the  rider  or  patient  to  keep  him  going  in  the  right  di- 
rection. The  race  can  be  of  any  distance.  The  men 
line  up  at  the  starting  line,  the  bearer  on  the  mark  and 
the  patient  directly  behind  him  with  his  hands  upon 
the  shoulders  of  the  bearer.  Upon  the  command, 
"Go,"  the  patient  or  rider  jumps  on  the  bearer's  back 
and  the  race  starts.  The  regular  astride  the  back  carry 


34  ATHLETICS  FOR  ARMY  CAMPS 

is  used   (see  page  90  Service  Manual  for  Sanitary 
Troops  United  States  Army). 

BLIND  MAN  TOTING  RACE 

In  this  race  one  of  the  men  is  blindfolded  and  is 
toted  along  by  the  leader  on  the  end  of  a  rope  6  feet 
long.  The  men  take  their  places  at  the  starting  mark, 
the  leader  on  the  mark  and  the  blindfolded  team-mate 
directly  behind  him,  the  full  length  of  the  rope.  The 
rope  should  be  held  taut,  otherwise  when  the  race  is 
started  the  rope  may  be  pulled  from  the  blindfolded 
team-mate.  Upon  the  command  "Go,"  both  men  run, 
the  leader  setting  the  pace.  The  first  team  over  the 
line  wins  the  race.  The  team  is  not  over  the  line  until 
the  blindfolded  man  has  crossed. 

If  the  blindfolded  team-mate  loses  the  rope,  the 
leader  must  go  back  and  hand  him  the  end  of  the  rope 
and  continue  the  race.  Both  men  of  the  team  must 
have  hold  of  the  rope  at  the  finish  line,  or  be  disquali- 
fied. 

HOW  TO  USE  THE  MEDICINE  BALL 

With  Squad,  Platoon,  or  Company 

The  company  will  line  up  company  front.  The  front 
rank  will  take  four  paces  forward  and  about  face. 
Four  balls  will  be  started  at  the  head  of  the  company 


MILITARY  ATHLETICS  35 

to  the  left.  The  first  man  in  the  front  rank  starting 
the  balls  will  throw  the  ball  to  No.  1  in  the  rear  rank, 
who  will  throw  it  to  No.  2  in  the  front  rank ;  No.  2 
in  front  rank  will  throw  the  ball  to  No.  3  in  rear  rank, 
who  will  throw  to  No.  3  front  rank,  etc.  When  the 
first  ball  reaches  No.  4,  No.  1  in  front  rank  will  start 
the  second  ball  in  the  same  manner  as  the  first.  -  The 
third  ball  and  fourth  balls  will  be  put  in  action  in  the 
same  manner.  When  the  first  ball  has  reached  the  end 
of  the  line,  it  will  be  returned  by  the  rear  rank  No.  1 ; 
throw  to  No.  2  rear  rank ;  No.  2  to  No.  3 ;  No.  3  to  4, 
until  it  reaches  the  head  of  the  column,  where  No.  1 
rear  rank  head  of  the  line  will  start  the  ball  in  action 
over  again. 

JDiagram 

ZIGZAG  FORMATION 

RETURN 

OVERHEAD  FORMATION 

10     0     0     0     Ito3  advance  one  man 
20     0     0     0     2  to  4  each  throw 
30     0     0     0 
40     0     0     0 

TENT  PITCHING  CONTEST 

The  tent  pitching  contest  can  be  between  individuals, 
squads,  platoons,  or  companies,  and  must  be  done  ac- 


36  ATHLETICS  FOR  ARMY  CAMPS 

cording  to  military  regulations.  (See  paragraph  792, 
Infantry  Drill  Regulations,  U.  S.  Army.)  Upon  com- 
mand, "Form  For  Shelter  Tents,"  the  squad,  platoon, 
or  companies  will  take  their  proper  positions.  The  of- 
ficer commands  the  contestants  to  take  intervals. 
Upon  command,  "Pitch  Tents,"  the  contest  starts.  The 
equipment  is  unslung,  tents  erected,  each  man  arranges 
his  equipment  and  the  contents  of  his  pack,  and  stands 
at  attention  in  front  of  his  own  half  of  the  tent  on  a 
line  with  the  front  guy-rope  pin.  The  first  men  to  fin- 
ish win  the  contest,  providing  their  tents  pass  the  in- 
spection officer.  The  contest  will  be  awarded  to  the 
first  men  to  finish  that  meet  the  military  requirements. 

TENT  STRIKING  CONTEST 

The  men  assume  position  of  attention  in  front  of 
their  own  half  of  the  tents  on  a  line  with  the  front  guy- 
rope  pin.  Upon  command,  "Strike  Tents,"  the  contest 
starts.  The  equipment  is  removed  from  the  tents; 
tents  are  lowered;  packs  are  made  up,  and  the  men 
stand  at  position  of  attention  originally  occupied  after 
taking  intervals  for  tent  pitching.  The  first  men  to  fin- 
ish who  pass  inspection  win  the  contest. 

Tent  pitching  and  striking  contests  can  be  held  with 
the  common  and  wall  tents,  the  conical  wall  tent, 
and  pyramid  tents. 


MILITARY  ATHLETICS  37 

AMBULANCE  RACE 

The  ambulances  will  line  up  at  the  starting  mark. 
Upon  the  command  "Go,"  they  will  race  the  specified 
distance— 100,  200,  440  yards,  or  a  half  mile.  The 
first  over  the  finish  line  wins. 

AMBULANCE  LOADING  RACE 

One  litter,  two  bearers,  a  patient,  and  a  driver,  will 
make  up  the  crew.  The  loaded  litter  with  the  bearers 
can  be  loaded  at  the  start,  or  the  ambulance  can  race 
a  given  distance,  load,  and  return  to  the  starting  point. 
The  first  over  the  line  wins.  (See  illustration  No.  198, 
page  96,  Service  Manual  for  Sanitary  Troops.  The 
position  of  the  ambulance  and  bearers  in  loading  at 
the  start ;  the  ambulance  at  the  starting  mark.  Also 
204— pages  98  and  99.) 

CARRY  TO  AMBULANCE  RACE 

The  litter  bearers  with  loaded  litter  line  up  at  the 
starting  mark ;  the  ambulances  line  up  25  or  50  yards 
distant.  Upon  the  command,  "Go,"  the  litter  bearers 
will  lift  the  litter,  run  to  the  ambulance,  load  the  ambu- 
lance, and  then  race  the  specified  distance.  The  first 
over  the  line  wins. 


38  ATHLETICS  FOR  ARMY  CAMPS 

ARMY  WAGON  RACE 

The  army  wagons  line  up  at  the  starting  line;  any 
number  can  enter  the  race.  The  horses  or  mules  must 
not  go  over  the  starting  mark  until  the  command,  "Go," 
is  given.  The  distance  can  be  for  220  or  440  yards  or 
half-mile,  or  more,  with  or  without  turn.  Upon  the 
command  "Go,"  the  wagons  will  make  the  start.  The 
first  one  over  the  finish  line  wins.  Wagons  should  be 
lined  up  at  intervals  of  25  feet. 

ARMY  WAGON  LOADING  RACE 

This  race  is  similar  to  the  army  wagon  race.  From 
two  to  eight  men,  driver  not  included,  are  detailed 
to  each  wagon.  At  the  starting  point,  a  given  load 
of  barrels,  boxes,  bricks,  or  whatever  may  be  available, 
is  stacked.  The  wagons  will  line  up  at  the  starting 
mark.  Upon  the  command  "Go,"  the  wagon  will  race 
to  the  load  at  the  turning  point.  The  detail  of  men 
will  jump  out,  load  the  wagon  with  the  material 
stacked  for  them,  swing  around,  and  return  to  the 
starting  mark.  First  wagon  over  the  line  wins  the 
race. 

ARMY  WAGON  HITCHING  RACE 

The  wagons  are  lined  up  at  the  starting  mark,  mules 
or  horses  are  unhitched  and  placed  at  the  rear  of  the 


MILITARY  ATHLETICS  39 

wagons.  Upon  the  command,  "Go,"  the  drivers  will 
place  the  mules,  hitch  them  to  the  wagons,  jump  to 
their  seats,  and  race  the  distance  specified.  The  first 
over  the  finish  line  wins  the  race. 

ARMY  WAGON  UNHITCHING  RACE 

The  wagons  line  up  at  the  starting  mark ;  upon  the 
command,  "Go,"  the  wagons  race  off  the  specified  dis- 
tance, halt,  the  driver  jumps  from  the  seat,  unhitches 
the  mules,  and  rides  them  back  to  the  starting  mark. 
The  first  over  the  line  wins  the  contest.  The  team 
is  not  over  the  line  until  both  mules  or  horses  have 
crossed. 

ARMY  WAGON  UNLOADING  RACE 

Similar  to  army  wagon  loading  race :  the  load  is 
on  the  wagons  at  the  start.  The  wagons  will  race  to 
the  unloading  point,  discharge  their  load,  and  race  to 
the  finish  line. 

DUMP  THE  ROOKIE 

A  squad  of  men  form  a  circle  and  join  hands ;  in  the 
center  of  the  circle,  an  Indian  club,  or  a  stick  of  wood 
2x4x12  inches  long,  is  stood  on  end.  Upon  the  com- 
mand, "Go,"  the  squad  will  try  to  make  one  of  their 
number  knock  over  the  club  or  stick  with  his  feet  by 
pulling  him  on  to  it.  When  a  member  of  the  squad 


40  ATHLETICS  FOR  ARMY  CAMPS 

knocks  over  the  club,  he  is  out  of  the  contest.  The 
seven  men  remaining  continue  until  they  eliminate  an- 
other of  their  number,  etc.,  until  only  one  remains.  He 
is  the  winner  of  the  contest. 


SECTION  II 

This  section  is  especially  fitted  for  Sanitary 
Troops.  However,  all  men  in  the  Service  should 
participate  in  these  events. 

This  section  is  the  Drill  Regulations  and  Service 
Manual  for  Sanitary  Troops,  of  the  United  States 
Army,  put  into  athletic  form,  issued  1917,  War  De- 
partment, Document  No.  438. 

Illustrations  of  work  will  be  found  in  the  Manual. 

IN  ARMS  RACE 

The  contestants  take  up  a  position  at  the  starting 
mark.  The  man  representing  a  wounded  soldier  lies 
face  down,  with  his  head  toward  the  starting  mark; 
the  bearer  stands  astride  his  body,  facing  toward 
the  starting  line.  Upon  the  command,  "Go,"  bearer 
will  place  his  hands  under  the  patient's  armpits,  lift 
him  to  his  knees,  then,  lowering  arms  over  the 
abdomen,  lift  him  to  his  feet.  Seize  the  left  hand 
of  the  patient  at  the  wrist,  draw  it  around  the  neck, 


MILITARY  ATHLETICS  41 

slip  the  right  arm  around  the  waist,  then  pass  the 
left  arm  under  the  thighs  and  lift  the  patient  into 
the  In  Arms  position. 

Relay  can  be  run  with  any  number  of  men.  As 
the  first  bearer  starts  away  from  the  mark,  the 
second  moves  up  to  starting  position.  As  the  first 
bearer  crosses  the  finish  line,  the  second  will  start 
off,  etc.,  until  the  entire  team  has  run  the  race. 

(For  illustration  of  carry  see  page  88,  Sanitary 
Troops  Manual.) 

ACROSS  THE  BACK  RACE 

The  contestants  will  line  up  at  the  starting  mark, 
the  man  representing  a  wounded  soldier  in  front 
with  his  back  to  the  starting  mark,  the  bearer  facing 
him.  Upon  the  command,  "Go,"  the  bearer  will 
seize  the  left  wrist  of  the  patient  with  his  right 
hand,  draw  the  left  arm  over  his  head,  and  down 
upon  his  left  shoulder,  pass  the  right  arm  between 
the  legs  of  the  patient,  grasp  the  right  wrist,  then 
with  the  left  hand,  grasp  the  patient's  left.  This 
will  steady  and  hold  him  in  position.  Run  the  dis- 
tance decided  upon.  The  bearer  over  the  finish  line 
first  wins  the  event. 

A  relay  can  be  run  in  this  event.  The  teams  can 
be  a  squad,  platoon,  or  company.  They  line  up 
single  file,  each  bearer  and  patient  in  the  position 


42  ATHLETICS  FOR  ARMY  CAMPS 

described  above.  When  the  first  bearer  on  the 
team  leaves  the  mark,  the  second  bearer  on  the 
team  will  move  up  and  get  ready  to  start.  As  soon 
as  the  first  runner  returns  over  the  finish  line,  the 
second  will  run.  The  entire  team  continue  in  the 
same  manner,  until  all  of  the  men  have  run.  The 
team  having  the  last  man  over  the  finish  line  first 
wins  the  contest. 

(See  carry  illustrated  on  page  89,  Sanitary  Troops 
Manual.) 

ASTRIDE  THE  BACK  RACE 

The  contestants  will  take  up  a  position  at  the 
starting  line,  the  bearer  in  front,  and  the  man  rep- 
resenting a  wounded  soldier  in  the  rear.  Upon 
the  command,  "Go,"  the  patient  will  be  permitted 
to  jump  into  position  upon  the  bearer's  back.  Reg- 
ulations governing  the  astride  the  back  carry  to 
govern  here.  (For  these  see  page  90  of  Manual.) 

This  event  can  be  run  in  relay,  with  any  number 
of  men  on  a  team.  Line  up  single  file;  when  the 
first  bearer  returns  to  the  starting  mark,  the  second 
will  leave,  etc.,  until  the  entire  team  has  run  the 
distance. 

(See  carry  illustrated  on  page  90,  Sanitary  Troops 
Manual.) 


MILITARY  ATHLETICS  43 

HEAD  AND  FEET  RESCUE  RACE 

This  event  will  make  a  good  relay.  To  run  a 
relay  race,  the  men  should  be  divided  off  in  threes ; 
any  number  of  men  can  compete.  The  teams  line 
up  single  file,  the  first  three  men  get  ready  and 
start  upon  command.  When  they  return  to  the 
starting  mark,  the  next  three  men  run,  etc.,  until 
the  entire  team  or  company  have  run  the  distance. 
The  team  having  the  last  bearers  over  the  finish 
line  first  wins  the  relay. 

The  three  competitors  will  line  up  single  file  at 
the  starting  line.  The  wounded  soldier  in  the  cen- 
ter will  lie  flat  on  his  back.  No.  1,  the  front  bearer, 
will  take  a  position  between  the  wounded  soldier's 
legs ;  No.  2,  the  rear  bearer,  at  the  head,  both  facing 
toward  the  starting  line.  Upon  the  command, 
"Go,"  the  bearers  will  lift  the  patient,  and  run  the 
required  distance.  The  bearers  over  the  finish  line 
first  win  the  race. 

(See  carry  illustrated  on  page  91,  Sanitary  Troops 
Manual.) 

SQUAD  RESCUE  RACE 

This  is  similar  to  a  potato  race. 
A  starting  line  should  be  drawn  upon  the  ground 
plainly  discernible;  a  straight  line,  28  yards  long, 


44  ATHLETICS  FOR  ARMY  CAMPS 

should   be   drawn   at   right   angles   to   the   starting 
mark  with  distance  marks  every  4  yards. 

The  squad  will  take  up  positions  one  on  the 
starting  mark,  and  one  man  at  each  distance  mark 
(distance  of  4  yds.).  The  seven  men  at  the  seven 
distance  marks  will  lie  flat  on  their  backs ;  the  man 
at  the  starting  mark  remains  standing.  Upon  the 
command,  "Go,"  the  man  on  the  starting  mark  will 
run  out,  pick  up  one  of  the  squad  and  return  to  the 
starting  point.  The  rescued  soldier  will  then  run 
out  and  bring  in  one  member  of  the  squad ;  the 
second  man  rescued  will  then  run  out  and  pick  up 
one  of  his  teammates,  until  all  of  the  men  have 
been  rescued.  The  team  rescuing  their  men  first 
wins. 

NOTE  :  The  carries  must  be  done  in  regulation  mili- 
tary fashion.  The  wounded  men  must  not  arise,  but 
must  be  lifted  by  the  rescuer.  A  team  will  be  per- 
mitted to  rescue  any  man  first  or  last. 

The  following  carries  can  be  used,  but  must  be 
agreed  upon  before  the  race  starts. 

(For  the  across  the  back  carry,  see  illustration 
188,  page  89,  Sanitary  Troops  Manual.) 

SADDLE  SEAT  RACE 

The  two  bearers  will  make  a  square  seat  with 
their  hands  by  No.  1  grasping  right  wrist  with  his 


MILITARY  ATHLETICS  45 

left  hand,  No.  2  grasping  his  right  wrist  with  his 
left  hand,  No.  1  then  grasping  No.  2  by  the  left 
wrist  with  his  right  hand,  and  No.  2  grasping  No.  1 
by  the  right  wrist  with  his  right  hand.  The  patient 
will  place  both  arms  around  the  neck  of  the  bearers, 
sitting  upon  the  square  seat  formed  by  the  hands 
of  the  bearers. 

Upon  the  command,  "Go,"  the  bearers  will  run 
with  their  patient  to  the  finish  line.  The  first 
bearers  over  the  line  win  the  race.  The  patient 
must  not  be  put  down  during  the  race.  Bearers 
will  be  disqualified  if  the  patient's  feet  are  placed 
upon  the  ground  between  the  starting  and  finish 
line. 

SHOULDER  CARRY  LITTER  RACE 

The  contestant  will  take  up  a  position  at  the  start- 
ing line,  with  the  litter  at  the  shoulder  canvas  held 
down  on  the  shoulder,  the  right  hand  grasping  the 
right  stirrup,  the  left  hand  at  the  side.  Upon  the 
command,  "Go,"  the  contestant  will  run  the  dis- 
tance. The  first  over  the  finish  line  wins  the  event. 

A  relay  race  can  be  run  in  this  event  with  teams 
of  any  number  of  men  and  one  litter.  The  team  will 
line  up  single  file.  Upon  the  command,  "Go,"  the 
first  man  will  run  and  the  remaining  file  will  move 
up  to  starting  mark.  Upon  return  of  the  first  run- 


46  ATHLETICS  FOR  ARMY  CAMPS 

ner,  he  will  hand  the  litter  to  the  second  man,  who 
will  run  the  distance ;  when  he  returns,  the  third 
man  will  run;  and  so  on  until  all  the  men  in  the 
team  have  run  and  carried  the  litter  the  prescribed 
distance.  The  team  having  its  last  man  over  the 
finish  line  first  wins. 

(For  the  shoulder  carry,  see  illustration  99,  page 
45,  Sanitary  Troops  Manual.) 

STRAPPED  LITTER  BEARERS'  RACE 

The  litter  bearers  will  take  up  a  position  at  the 
starting  mark,  the  forward  litter  bearer  on  the  mark, 
the  rear  bearer  behind  him,  facing  the  starting 
mark.  The  litter  should  be  closed,  securely 
strapped,  and  carried  in  the  left  hand  by  the  front 
bearer,  and  the  right  hand  by  the  rear  bearer.  Upon 
the  command,  "Go,"  the  bearers  will  run  the  speci- 
fied distance.  The  bearers  crossing  the  finish  line 
first  win  the  event.  The  bearers  are  not  over  the 
line  until  the  rear  bearer  has  crossed. 

A  relay  can  be  run  in  this  race,  with  any  number 
of  bearers.  The  team  will  line  up  single  file,  the 
first  bearers  starting  upon  command ;  when  they  re- 
turn, they  hand  the  litter  to  the  next  two  bearers, 
etc.,  until  entire  team  has  carried  the  litter. 


MILITARY  ATHLETICS  47 

NOTE:  In  finishing  this  race,  the  running  bearers 
should  finish  to  the  left  of  the  waiting  team ;  the  for- 
ward bearer  will  go  straight  over  the  line,  handing 
his  end  of  the  litter  to  the  rear  bearer,  No.  2,  and  the 
rear  bearer  of  the  runners  handing  his  end  to  the  for- 
ward bearer,  No.  2. 


OPEN  LITTER  BEARERS'  RACE 

This  race  is  the  same  as  the  Strapped  Litter 
Bearers'  race,  but  the  litter  is  carried  upon  the  end 
of  the  poles  in  each  hand  of  bearers.  The  litter  is 
placed  upon  the  ground  and  picked  up  when  start- 
ing command  is  given. 

(See  illustration  No.  106,  page  50,  Sanitary 
Troops  Manual.) 

TWO-BEARER  LOADED  LITTER  RACE 

This  race  is  similar  to  the  Open  Litter  event,  but 
there  is  a  patient  upon  the  litter.  The  bearers  take 
their  position  at  the  starting  mark  as  in  open  litter 
race. 

THREE-BEARER  LITTER  RACE 

In  this  race  one  bearer  will  carry  in  the  front  and 
two  in  the  rear,  one  bearer  on  rear  end  of  each  pole. 


48  ATHLETICS  FOR  ARMY  CAMPS 

THREE-BEARER  LOADED  LITTER  RACE 

Same  as  three-bearer  race  with  patient  on  the 
litter. 

FOUR-BEARER  LITTER  RACE 

The  squad  take  up  a  position  at  the  starting  mark 
with  the  litter  upon  the  ground ;  the  forward  bearers 
are  on  the  starting  mark,  the  rear  bearers  to  their 
rear,  facing  the  starting  point.  Upon  the  command, 
"Go,"  the  squad  lift  the  litter,  one  on  each  end  of 
the  poles,  and  run  the  specified  distance. 

FOUR-BEARER  LOADED  LITTER  RACE 

This  race  is  the  same  as  the  four-bearer  litter 
race,  with  a  patient  upon  the  litter. 

(See  illustration  164,  page  72,  Sanitary  Troops 
Manual.) 

TWO-BEARER  LOADED  LITTER  OBSTACLE 
RACE 

This  race  is  similar  to  the  two-bearer  litter  race 
and  two-bearer  loaded  litter  race.  An  obstacle 
three  or  four  feet  high  is  placed  half  way  between 
the  start  and  finish  line.  The  bearers  must  lift  the 
litter  over  the  obstacle  and  climb  over  it  themselves. 

(See  illustrations  on  pages  75  and  76.) 


MILITARY  ATHLETICS  49 

FOUR-BEARER  LOADED  LITTER  RACE 

Same  as  two-bearer  race  in  every  respect  except 
that  there  are  four  bearers,  one  on  each  end  of  the 
poles,  in  place  of  two. 

NOTE:  All  of  the  litter  bearer  races  can  be  made 
obstacle  races,  the  only  change  being  the  going  over 
the  obstacle,  which  must  be  done  in  regulation  military 
fashion. 

Various  litter-loading  methods  can  be  used  in  all  the 
events,  or  the  bearers  can  be  placed  at  the  starting 
mark  loaded  ready  to  start.  This  will  add  variation 
to  the  races,  which  have  been  pronounced  by  many 
of  our  military  men  as  the  finest  athletic  training  yet 
evolved. 


IV 

SEMAPHORE  ATHLETICS 

In  semaphore  athletics  we  have  an  entirely  new 
field.  Semaphore  work  will  readily  lend  itself  to  a 
type  of  athletics,  the  utility  of  which  to  the  service  is 
unquestioned.  It  is  educational,  not  spectacular,  will 
reach  every  man,  and  can  be  placed  upon  the  same 
plane  as  other  portions  of  the  soldier's  education.  It 
has  an  unlimited  field  of  development,  and  can  be 
made  into  a  system  of  athletics  of  special  value  to  the 
signal  corps. 

NOTE — To  signal  officers :  The  signal  officer  in  all 
games  and  races  where  the  men  represent  a  letter  in 
the  code,  must  mark  upon  a  paper  or  board  the  order 
in  which  he  will  call  the  men  from  their  places.  He 
should  have  an  assistant,  who  will  call  the  letters  to 
him  in  ample  time  to  permit  him  to  send  the  signal  to 
the  teams  at  the  starting  mark.  This  will  prevent  con- 
fusion and  the  calling  of  a  letter  a  second  time. 

NOTE  :  Men  on  the  team  must  not  repeat  the  letters 
signaled  aloud.  Each  man  must  read  all  of  the  signals 
given,  and  run  when  his  is  given.  Officers  should  see 
that  this  rule  is  carried  out.  Then,  too,  men  reading 
signals  aloud  may  make  a  mistake  and  confuse  the 
entire  team. 

50 


SEMAPHORE  ATHLETICS  51 

SEMAPHORE  MESSAGE  RACE 

In  this  event  the  number  of  men  is  determined  by 
the  length  of  the  message.  A  man  is  needed  for  each 
letter  in  the  message.  For  illustration,  a  message 
of  this  type  is  to  be  sent:  Send  Reinforcements, 
There  are  eighteen  letters  in  the  message.  Each  man 
represents  a  letter.  They  line  up  single  file,  at  the 
starting  mark ;  upon  the  command  "Go/'  the  first  man 
runs  to  the  turning  point  of  the  relay,  picks  up  the 
signal  flags,  and  wags  his  letter  to  the  officer.  If  cor- 
rect, he  runs  back  to  the  mark  and  the  second  letter 
runs,  sends  his  letter,  and  returns ;  then  the  third  man 
runs  out,  sends  his  letter,  etc.,  until  the  message  has 
been  sent  and  the  last  man  has  crossed  the  finish  line. 
First  team  to  finish  wins  the  event. 

SEMAPHORE  CODE  RELAY 

Each  team  will  require  one  set  of  twenty-six  blocks 
from  three  to  six  inches  square,  with  one  letter  of  the 
alphabet  painted  upon  each.  The  blocks  will  be  placed 
in  a  row,  parallel  with  the  starting  mark,  at  a  distance 
of  25  or  50  yards.  The  signal  officer  will  take  up  a 
position  where  he  can  be  seen  by  the  teams.  Teams 
will  line  up  at  the  starting  mark,  single  file.  The  signal 
officer  will  signal  a  letter  in  the  code,  and  the  first  man 
on  each  team  will  run  to  the  blocks,  pick  up  the  letter 
designated  by  the  officer,  and  run  back  to  the  starting 


52  ATHLETICS  FOR  ARMY  CAMPS 

mark.  When  he  picks  up  the  block,  the  signal  officer 
will  signal  the  letter  that  the  next  runner  on  the  team 
is  to  pick  up.  The  second  runner  will  not  start  until 
the  first  man  has  crossed  the  mark.  He  must  have 
the  block  in  his  possession.  The  second  man  will  run 
out,  pick  up  the  letter  signaled,  and  return.  The  third 
man  will  receive  his  letter  and  run  when  the  second 
man  returns.  This  will  continue  until  all  of  the  blocks 
have  been  brought  in  by  the  team.  The  first  team  to 
finish  wins  the  race. 

NOTE:  Signal  officer  must  outline  the  letters  and 
have  them  called  to  him,  in  order  not  to  repeat. 

SEMAPHORE  RELAY 

The  Semaphore  Relay  is  run  by  twenty-six  men, 
each  man  representing  a  letter  in  the  semaphore  code. 
The  signal  officer  will  take  up  a  position  in  front  of  the 
team  at  a  point  where  his  signals  will  be  clearly  dis- 
cernible by  all  teams  entered  in  the  event,  preferably 
upon  an  elevated  platform.  The  teams  will  line  up 
upon  the  starting  mark.  The  signal  officer,  following 
the  preparatory  command  which  will  be,  "Get  Ready/' 
will  then  signal  any  letter  in  the  semaphore  code.  If 
it  be  S,  the  man  representing  that  letter  on  the  team 
will  run  the  specified  distance,  which  may  be  25,  50, 
75,  or  100  yards,  preferably  50  yards — 25  yards  to  a 
turning  point  and  back  to  the  starting  mark.  When  the 


SEMAPHORE  ATHLETICS  53 

runner  makes  the  turn,  the  signal  officer  will  indicate 
the  next  man  on  the  team  to  run  by  signaling  a  letter ; 
the  man  who  represents  that  letter  will  run  the  next 
relay,  but  must  not  start  until  the  first  runner  has 
returned.  This  will  continue  until  the  signal  officer 
has  called  each  man  into  the  relay  by  his  letter  in 
the  code. 

SEMAPHORE  SIGNAL  RACE 

The  Semaphore  Signal  Race  can  be  run  by  any  num- 
ber of  men.  Teams  will  line  up  at.  the  starting  mark, 
single  file.  A  signal  officer  will  be  needed  for  each 
team  in  this  event ;  he  will  take  up  a  position  near  the 
starting  mark,  where  he  can  see  the  runner  at  the 
turning  point. 

Upon  the  command,  "Go,"  the  first  men  in  the  teams 
will  run  the  specified  distance,  preferably  a  50-yard 
event.  At  the  turning  point,  25  yards  from  the  starting 
mark,  the  runner  will  stop,  pick  up  the  two  signal  flags 
and  send  five  letters  designated  before  the  race  to  the 
signal  officer.  If  the  letters  are  correct,  the  officer  will 
indicate  by  raising  a  flag,  and  sharply  bringing  it  down 
to  the  side.  The  runner  will  then  run  the  remainder 
of  his  relay.  If  the  runner  makes  a  mistake  in  his  sig- 
nals, the  officer  will  signal  error,  and  the  runner  must 
go  over  his  signals  and  get  them  correct  before  he 
can  run  back  to  the  starting  mark.  Upon  his  return 


54  ATHLETICS  FOR  ARMY  CAMPS 

to  the  starting  mark,  the  second  man  on  the  team  will 
run  the  distance,  send  the  signals,  and  return  to  the 
mark,  whereupon  the  third  man  on  the  team  will  run, 
etc.,  until  all  of  the  team  have  run  and  wagged  the 
signals. 

The  first  team  to  finish  the  race  wins.  The  race  is 
not  finished  until  all  of  the  team  have  given  the  proper 
signals  and  the  last  man  on  the  team  crosses  the  finish 
line. 

SEMAPHORE  GAMES 

The  use  of  the  semaphore  signaling  in  athletics  and 
games  opens  an  entirely  new  field  in  which  men  may 
be  trained  in  semaphore  efficiency.  These  games  will 
afford  recreation,  exercise,  and  practice  in  the  sema- 
phore work. 

The  two-arm  semaphore  code  will  be  used  to  signal 
teams. 

SEMAPHORE  RUSH 

The  game  can  be  played  by  any  number  of  indi- 
viduals or  teams,  a  squad,  platoon,  company,  battalion, 
etc.  Two  teams  of  any  number  of  men  are  selected. 
The  men  are  lined  up  facing  each  other  in  the  center 
of  the  field  at  a  distance  of  fifteen  feet.  A  safety  zone 
is  established  75  feet  behind  the  front  line  of  each 
team.  Each  team  will  have  its  signals  of  retreat.  When 


SEMAPHORE  ATHLETICS  55 

the  signal  of  retreat  of  team  A  is  given,  all  team  A 
men  will  run  or  retreat  to  their  safety  zone.  Team  B 
will  run  after  them  and  endeavor  to  catch  the  men  on 
Team  A,  before  they  reach  the  safety  zone.  If  any 
of  the  team  men  are  captured  by  the  opponent,  they  are 
out  of  the  game.  Team  B  has  its  signals  and  retreats 
to  the  safety  zone  upon  signal,  and  team  A  chases  the 
men  in. 

Retreat  Signals  of  Team  A :   0-2-4-6-8 
Retreat  Signals  of  Team  B :    1-3-5-7-9 
If  No.  2  is  signaled,  A  retreats.    Any  number  or  letter 
in  the  semaphore  code  can  be  signaled,  not  all  of  them 
being  retreat  signals.     The  signal  officer  should  try 
various  letters  and  then  signal  for  one  or  the  other  to 
retreat.     Care  should  be  taken  not  to  indicate  which 
one  is  to  retreat  before  signal  is  given. 

Diagram  of  the  Field : 

Safety  Zone  Team  A. 

Team  A.  Line  up  here. 

No  Man's  Land. 
Team  B.    Line  up  here. 
Safety  Zone  of  Team  B. 


56  ATHLETICS  FOR  ARMY  CAMPS 

RULES  OF  SEMAPHORE  RUSH 

Field 

Two  lines,  15  feet  apart,  should  be  drawn  through 
the  center  of  the  field.  The  territory  between  the  lines 
through  the  center  of  the  field  shall  be  known  as  No 
Man's  Land. 

A  line  shall  be  drawn  on  each  end  of  the  field  75 
feet  from  the  center  lines.  The  territory  between  the 
end  or  safety  lines  shall  be  known  as  the  field  of  ac- 
tion. The  territory  behind  the  end  lines  shall  be  known 
as  the  safety  zone. 

No  Man's  Land 

A  man  crossing  over  the  line  into  No  Man's  Land 
before  the  signal  is  given  will  be  considered  captured. 

Safety  Zone 

A  man  reaching  the  safety  zone  cannot  be  captured. 
The  end  line  is  the  goal  of  the  retreating  team.  Ad- 
vancing teams  can  capture  the  opponent  only  in  the 
field  of  action. 

Capture 

A  man  is  captured  when  he  is  touched  by  the  oppo- 
nent. It  will  not  be  necessary  to  hold  or  tackle  a  man 
to  capture  him. 

Time 

A  set  period  of  time,  such  as  ten  to  thirty  minutes, 
is  optional  with  the  teams,  or  the  game  can  run  until 


SEMAPHORE  ATHLETICS  57 

all  of  one  side  have  been  captured.  When  a  set  per- 
iod of  time  is  agreed  upon,  the  team  capturing  the  larg- 
est number  of  prisoners  wins  the  contest. 

Signals 

Signals  for  Team  A  Nos.  0-2-4-6-8.  If  any  of.  these 
numbers  are  signalled,  team  A  will  retreat  to  the  safe- 
ty zone  to  avoid  capture.  Signals  for  Team  B  Nos. 
1-3-5-7-9.  If  any  of  these  numbers  are  signaled,  Team 
B  will  retreat  to  their  safety  zone  to  avoid  capture. 

The  signal  officer  will  use  any  letter  in  the  sema- 
phore code.  He  will  use  various  letters  in  the  code 
in  addition  to  the  numbers  of  retreat,  in  order  to  keep 
the  men  on  the  alert  and  to  draw  men  into  No  Man's 
Land  if  they  are  not  awake  and  are  prone  to  start  be- 
fore the  signal  is  given. 

SEMAPHORE  BALL 

Semaphore  Ball  can  be  played  by  any  number  of 
men  or  teams.  Twenty-six  runners  and  three  bombers 
make  up  a  single  unit  team.  The  number  can  be 
doubled,  or  four  or  five  times  the  number  can  enter  at 
one  time.  For  illustration  a  twenty-six  man  team  will 
be  used,  each  man  representing  a  letter  in  the  two-arm 
semaphore  signal  code. 

A  field  75  feet  wide  will  be  used,  one  side  being 
the  starting  line  and  the  other  the  safety  zone.  The 


58  ATHLETICS  FOR  ARMY  CAMPS 

team  will  line  up  at  the  starting  mark,  facing  the  signal 
officer  and  the  bombers,  the  signal  officer  taking  up  a 
position  to  the  rear  of  the  bombers,  so  that  they  will 
not  see  the  signals  given.  The  signal  officer  will  signal 
any  letter  in  the  code.  The  man  whose  letter  is  sig- 
naled, must  run  across  the  field  of  action  to  the  safety 
zone  on  the  other  side  75  feet  distant.  As  soon  as  he 
steps  off  the  starting  line  the  bombers  will  be  permitted 
to  hit  him  with  the  balls.  The  runner  will  try  to  reach 
the  safety  zone  without  being  hit  by  the  balls  thrown 
at  him  by  the  bombers.  If  the  bombers  succeed  in  hit- 
ting him,  he  is  captured  and  is  out  of  the  game  until 
all  of  his  men  have  been  captured.  The  game  will  then 
start  over  again  if  time  permits. 

Captured  men  must  run  after  the  balls  thrown  and 
return  them  to  the  bombers.  Each  bomber  will  have 
only  one  ball,  but  all  three  bombers  may  take  a  shot 
at  the  runner. 

Basket  balls,  soft  indoor  baseballs,  or  volley  balls 
can  be  used  as  ammunition  by  the  bombing  squad. 

The  game  will  be  found  an  excellent  recreative  sport, 
good  exercise,  and  training  in  the  semaphore  code. 

RULES 
Field 

Two  lines  should  be  drawn  across  the  field  75 
feet  apart.  A  line  should  be  drawn  25  feet  from 
the  starting  line.  This  will  be  known  as  the 


SEMAPHORE  ATHLETICS  59 

bombers'  foul  line.  One  of  the  lines  should  be 
known  as  the  starting  line;  the  other  the  safety 
line  or  zone. 

Diagram  of  Field 

Safety  Zone  or  Line. 

X— Signal  Officer. 

75  ft.  Bombers. 

XXX 

Bombers'  Foul  Line. 
25  ft. 

Starting  Line.  Team  lines  up  here. 
Team 

Safety  Zone 

A  man  reaching  the  safety  zone  cannot  be  cap- 
tured. If  hit  after  he  has  crossed  the  line,  he  will 
be  given  a  free  shot  at  the  bomber  who  threw  the 
ball,  at  distance  of  25  feet.  The  bomber  will  turn 
his  back  to  the  thrower. 

Capture 

A  man  is  captured  when  hit  with  a  ball  by  the 
bombers. 


60  ATHLETICS  FOR  ARMY  CAMPS 

Signals 

Each  man  will  have  his  own  signal,  corresponding 
to  the  letters  in  the  semaphore  core.  When  this 
letter  is  signaled  by  the  signal  officer,  he  will  cross 
the  field  of  action  to  the  safety  zone.  If  he  is  hit 
he  is  captured. 

Prisoners 

Prisoners  will  run  down  the  balls  for  the  bombers. 
Prisoners  will  not  go  into  the  field  of  action  after 
they  are  captured.  They  will  take  up  a  position 
designated  by  bombers  at  a  point  outside  of  the  field 
of  action. 

Referee 

A  referee  should  be  appointed  who  will  decide 
when  men  are  hit,  enforce  rules,  etc. 


ATHLETIC  MANEUVERS 

Athletic  maneuvers  are  athletic  games  clothed  in 
a  regulation  uniform.  The  athletic  field  of  peace 
times  is  changed  into  a  battlefield,  upon  which  sol- 
diers or  armies  maneuver  in  the  games  and  contests 
and  play  them  as  a  real  battle  is  fought.  The  sig- 
nals, formations,  advance,  and  defence  are  the  sig- 
nals, advance,  and  defence  of  armies  on  the  battle- 
field. The  commanding  officer  and  field  officers 
have  ample  opportunity  to  out-maneuver  their  op- 
ponents and  win  the  victory  in  much  the  same 
manner  as  they  would  win  or  lose  a  battle.  If  the 
opponent  succeeds  in  reaching  the  objective  you  are 
lost  or  captured.  Reinforcing  the  various  units  is 
permissible.  The  commander  can  draw  men  from 
one  team  or  unit  and  place  them  upon  another.  He 
is  perfectly  free  to  use  his  forces  in  any  way,  pro- 
viding he  observes  the  rules  regarding  territory 
and  the  handling  of  the  ball. 

This  type  of  work  affords  opportunity  for  an  en- 
tire regiment  to  join  in  the  maneuvers.  Any  num- 
ber of  balls  can  be  used,  with  any  number  of  men 

61  . 


62  ATHLETICS  FOR  ARMY  CAMPS 

attached  to  a  ball  or  unit.  Each  ball  has  its  own 
lane  of  operation  in  which  it  must  travel.  All  balls 
are  kicked  off  at  one  time  and  the  maneuver  can 
last  until  one  or  the  other  army  is  defeated,  or  for 
a  given  period  of  time. 

MILITARY  SOCCER 

The  Objective 

The  objective  of  each  force,  or  team,  is  the  goal 
at  the  ends  of  lanes  of  operations.  The  five  or  more 
balls  are  five  separate  armies,  or  columns,  with  the 
goal  posts  as  their  objective. 

The  commanding  officer  of  the  team,  or  force, 
should  plan  and  execute  the  campaign,  which  will 
last  for  thirty  or  more  minutes,  divided  into  two  or 
more  periods.  The  commander  should  place  his 
forces  in  such  a  manner  as  to  prevent  the  balls  from 
reaching  their  objective.  He  can  plan  an  offensive 
or  defensive  scheme.  The  object  is  to  run  up  the 
highest  score  against  the  opponent. 

The  team  will  line  up  in  position  ready  for  play. 
On  a  given  signal  from  the  bugler  (see  bugle  code) 
the  five  or  more  balls  are  kicked  off  from  the  center 
line  in  the  direction  of  the  opponent's  goal 
line  by  the  team  that  won  the  toss.  The  balls  must 
be  kept  in  their  own  lanes  of  operation ;  if  a  ball  is 


ATHLETIC  MANEUVERS  63 

kicked  out  of  bounds  it  will  be  put  in  play  at  the 
point  where  it  left  the  lane,  by  a  player  on  the  oppo- 
site side  from  the  one  who  kicked  it  out.  Team 
work,  combination  plays,  maneuvers,  etc.,  are  left  to 
the  commanding  officer  to  work  out  and  execute. 
He  plans  and  directs  his  attack  or  defense  according 
to  military  principles.  The  commander  may  use 
his  forces  in  any  manner  that  he  may  desire,  so  long 
as  he  does  not  violate  any  of  the  rules  governing 
the  contest. 

The  commanding  officer  is  a  non-competing 
player,  he  directs  the  play  from  the  side  lines.  He 
will  have  a  signal  officer,  who  will  signal  his  orders 
to  the  field  officers,  directing  them  to  shift  their  po- 
sition, send  reinforcements,  etc.,  to  various  points. 
He  will  be  permitted  to  reinforce  units  by  drawing 
men  from  other  units. 

One  field  officer  only  will  be  allowed  for  each 
unit. 

ATHLETIC  MANEUVER  DEFINITIONS 

Theater  of  Operations.     The  field  of  play. 

Lanes  of  Operation.  That  portion  of  the  field  that 
is  traversed  by  the  unit  of  each  team  or  forces. 

Objective.  The  goal  posts  in  the  lanes  of  opera- 
tion, on  the  goal  lines,  at  each  end  of  the  field  or 
theater  of  action. 


64  ATHLETICS  FOR  ARMY  CAMPS 

Field  Units.  The  unit  of  a  force  allotted  to  a  lane 
of  operation. 

Field  Officer.    The  officer  in  charge  of  field  units. 

Signal  Officer.    Officer  of  communication. 

Commanding  Officer.  The  officer  in  charge  of  a 
force  or  team. 

Referee.  The  official  who  handles  the  field  units, 
enforces  rules,  etc. 

Umpire.     Assistant  to  referee. 

Bugler.     Assistant  to  signal  officer. 

Timer.     Keeps  the  time  of  maneuver. 

Scorer.  Keeps  a  record  of  the  field  unit  and  force 
results. 

Signal  Code 

Each  unit  should  be  marked,  or  designated  by  a 
color.  The  ball  should  also  be  marked,  in  red,  white, 
green,  yellow,  black,  red  and  green,  black  and  white, 
etc.,  according  to  the  number  of  units  in  the  force. 

Each  unit  shall  have  its  own  color  and  flag.  The 
signal  officer  of  each  force  shall  have  a  signal  flag 
for  each  unit  in  his  force. 

The  signal  officer  shall  send  orders  to  the  field 
officer  by  means  of  wig-wag  signals. 

Unit  officers  shall  receive  their  orders  from  the 
signal  officer. 

Each   force    shall   have    a    distinctive   bugle   call, 


ATHLETIC  MANEUVERS  65 

which  will  be  used  to  attract  the  attention  of  field 
officers. 

The  signal  officer  will  indicate  the  unit  wanted, 
by  holding  the  flags  at  side,  horizontal,  and  vertical. 

The  flag  at  side,  horizontal,  held  in  the  right  hand, 
will  indicate  the  team  wanted.  The  flag  held  at  ver- 
tical will  indicate  the  team  he  is  to  reinforce.  The 
number  of  men  to  despatch  to  reinforce  a  unit  will 
be  indicated  by  lowering  the  left  hand,  from  vertical 
to  horizontal  (side).  Lowering  it  once,  send  one 
man ;  twice,  two  men ;  three  times,  three  men,  etc. 
Illustration:  The  red  ball  of  the  home  force  has 
broken  through  the  line  and  is  dangerously  near  the 
objective  (goal).  The  white  unit  is  strong  and  can 
spare  a  few  men,  for  a  short  time,  to  reinforce  the 
red  unit.  The  bugle  call  of  the  force  is  sounded. 
The  signal  officer  holds  the  white  flag  in  the  right 
hand  at  side  horizontal  and  the  red  flag  at  vertical. 
The  field  officers  of  the  red  and  white  units  imme- 
diately know  that  their  unit  is  concerned.  Other 
officers  continue  their  play  until  further  orders.  The 
white  flag  indicates  that  the  white  is  to  reinforce  the 
red,  the  red  flag  is  lowered  to  side,  horizontal,  twice. 
The  white  field  officer  will  immediately  despatch 
two  men  to  reinforce  the  red  team.  Signals  of  "hold 
fast,"  "flank  left  or  right,"  etc.,  can  be  outlined  by 
each  commanding  officer. 


66  ATHLETICS  FOR  ARMY  CAMPS 

RULES 

Number  of  Players 

The  game  can  be  played  by  any  number  of  units 
of  twelve  or  more  men  to  each  unit — eleven  or  more 
players  and  one  field  officer. 

Dimensions  of  Field 

The  dimensions  of  the  theater  of  operations 
(field)  shall  not  be  less  than  40  by  60  yards,  nor 
more  than  75  by  200  yards,  for  each  lane  of  opera- 
tion. The  larger  the  number  of  units,  the  greater 
the  length  of  field. 

Field  of  Operation 

The  theater  of  operations  should  be  marked  by 
boundary  lines,  with  a  flag,  five  feet  high,  on  each 
corner.  The  lines  on  vhe  sides,  known  as  the  side 
lines,  shall  be  drawn  at  right  angles  to  the  goal 
lines  on  the  ends.  The  lane  lines  shall  be  drawn 
parallel  with  the  side  lines  from  40  to  75  yard  inter- 
vals. A  center  line  shall  be  drawn  through  the  cen- 
ter of  the  theater  of  operations,  parallel  with  the 
goal  lines.  A  foul  line  shall  be  drawn  parallel  with 
the  goal,  or  objective,  at  a  distance  of  fifteen  yards. 

Goals  or  Objectives 

The  goals  shall  be  upright  posts  on  the  goal  lines, 
in  each  lane  of  operation.  The  goal  posts  shall  be 
ten  yards  apart,  with  a  bar  or  line  across  them,  eight 


ATHLETIC  MANEUVERS  67 

feet  from  the  ground.     Each  unit  shall  have  its  own 
goal. 

Duration  of  Maneuvers 

The  duration  of  the  maneuvers  shall  be  thirty  min- 
utes or  more,  divided  in  halves  or  quarters.  The  dur- 
ation of  the  maneuver  may  be  of  any  period  agreed 
upon. 

The  Ball  or  Separate  Army 

The  circumference  of  the  ball  shall  not  be  less 
than  27  or  more  than  28  inches  in  championship  con- 
tests. Anything  available  may  be  used  in  ordinary 
contests — basket  balls,  if  soccer  balls  are  not  avail- 
able. 
Choice  of  Goals  or  Objectives 

The  winner  of  the  toss  shall  have  option  of  the 
goals  or  kick  off. 

Starting  Game 

One  ball  shall  be  placed  upon  the  center  line,  in 
the  center  of  each  lane.  The  game  shall  start  with 
the  kick  off  of  all  the  balls,  at  one  time,  in  the  direc- 
tion of  the  opponents'  goal  line.  The  kick  off  forces 
shall  not  go  over  the  center  line  until  the  balls  are 
kicked  off. 

Changing  Goals 

Goals  shall  be  changed  at  the  end  of  the  first  half, 
or  after  all  the  balls  have  been  scored. 


68  ATHLETICS  FOR  ARMY  CAMPS 

Dead  Ball 

A  ball  is  dead  when  kicked  through  the  goal,  or 
reaches  its  objective.  It  cannot  be  put  in  play  again 
until  all  of  the  balls  have  been  scored,  or  until  the 
end  of  the  half. 

Out  of  Bounds 

When  a  ball  leaves  the  lane  of  operation  it  is  out 
of  bounds,  unless  it  immediately  rebounds  into  the 
lane.  When  a  ball  leaves  the  lane  it  will  be  put  into 
play  by  a  player  on  the  opposite  side  from  the  one 
who  kicked  it  out.  A  goal  cannot  be  scored  from 
an  out-bound  play,  or  throw  in. 

Throw  In 

When  a  ball  is  out  of  bounds,  it  will  be  put  in  play 
by  throwing  it  in,  at  the  point  where  it  left  the  lane. 
The  ball  must  not  be  kicked  into  play  from  out  of 
bounds. 

Rebound 

A  ball  is  in  play  if  it  leaves  the  lane  and  rebounds 
into  the  lane  immediately. 

Gaining  Objective 

A  goal  is  scored  when  a  ball  is  kicked  between 
the  goal  posts  under  the  bar,  or  top  lines. 

Hands  on  Ball 

The  hands  can  be  used  to  stop  the  ball ;  a  player 


ATHLETIC  MANEUVERS  69 

cannot  hold  the  ball,  and  must  place  it  upon  the 
ground  before  kicking  it.  The  ball  must  be  kicked 
within  five  seconds  after  being  stopped  with  the 
hands. 

Fouls 

Kicking,  tripping,  holding,  striking,  charging  an 
opponent,  shall  be  considered  fouls.  The  penalty 
shall  be  a  free  kick  at  the  goal. 

Kicking  Fouls 

Fouls  will  be  kicked  at  the  end  of  the  halves.  The 
ball  will  be  placed  upon  the  foul  line,  at  any  point, 
and  a  free  kick  taken.  No  interference  shall  be 
offered  the  player  kicking  the  foul.  To  score  the 
goal  the  ball  must  pass  through  the  goal,  under  the 
bar  or  line  guarded  by  the  goal  keeper.  The  goal 
keeper  must  stand  on  the  goal  line.  He  shall  be 
permitted  to  prevent  the  ball  from  going  through 
the  goal.  A  free  kick  will  be  allowed  for  every 
foul  by  the  opposing  team.  A  record  of  the  fouls 
committed  will  be  kept  by  the  unit  score  keeper, 
who  will  notify  the  referee,  who  will  grant  the  free 
kicks. 

Scoring 

A  field  goal  or  objective  will  count  two  points;  a 
foul  goal  one  point. 


70  ATHLETICS  FOR  ARMY  CAMPS 

Men  on  Ball 

Any  number  of  men  can  play  a  ball  at  one  time. 

Reinforcements 

The  commanding  officer  can  shift  any  number  of 
men  from  one  lane  of  operation  to  another,  after 
the  kick  off.  He  may  have  two  full  teams  playing 
in  one  lane  by  drawing  one  or  two  men  from  other 
points. 

Defeated  Unit 

When  a  unit  is  defeated  it  is  destroyed  and  cannot 
be  used  to  reinforce  another  unit  until  the  end  of 
the  half,  or  after  all  the  balls  have  been  scored. 

Using  Adjoining  Lanes 

When  a  unit  is  defeated  its  lane  cannot  be  used 
by  teams  in  the  next  lane  of  operation.  The  ball 
must  be  kept  in  its  own  lane. 

Penalties 

Violations  of  the  rules  gives  a  free  kick  to  the 
opposing  team  or  force. 

Goal  Tender 

One  player  on  each  team  should  be  designated 
"goal  tender."  Only  one  will  be  permitted  to  play 
this  position,  however. 

Players  Numbered 

Each  player  should  be  numbered  and  have  a  six- 


ATHLETIC  MANEUVERS  71 

inch  number  pinned  or  sewed  upon  his  back.  In 
units  of  twelve  the  players  in  .the  unit  should  be 
numbered  from  one  to  twelve. 

Field  Officers 

The  field  officers  shall  not  play  the  ball,  but  direct 
the  play.  They  must  not  obstruct  the  play  of  op- 
posing team. 

Signal  Officer 

The  signal  officer  shall  send  signals  to  the  field 
officers.  He  shall  not  play  the  ball  or  go  upon  the 
field. 

Officials — Their  Duties 

Referee  Unit 

The  referee  shall  put  the  ball  in  play,  decide  when 
it  is  in  play,  to  whom  it  belongs  and  when  it  has 
been  scored.  He  shall  call  all  fouls.  He  shall  de- 
cide upon  violation  of  rules  and  administer  all  pen- 
alties. He  shall  order  "time  out"  in  his  unit  when 
necessary. 

Umpire 

The  assistant  referee  shall  assist  the  unit  referee. 

General  Referee 

He  shall  give  the  signal  to  start  the  game,  can 
call  time  for  both  forces  and  shall  be  the  final 
authority  upon  questions  or  rules. 


72  ATHLETICS  FOR  ARMY  CAMPS 

General  Scorer 

The  general  scorer  shall  tally  the  score  of  both 
forces  and  notify  the  referee  of  the  result.  He  shall 
make  a  permanent  record  of  the  contest. 

Unit  Scorer 

The  unit  scorer  shall  keep  the  score  of  his  unit, 
record    all    fouls,    notify    the    referee    and    general 
scorer  of  the  results  in  his  unit  at  the  end  of  each 
half. 
Timer 

The  timer  shall  keep  the  time  of  the  maneuver. 
He  shall  deduct  time  consumed  for  stoppages  of  the 
forces  only.  He  shall  indicate,  by  blowing  a  whistle, 
the  expiration  of  each  quarter  or  half  of  the 
playing. 

Time  Out 

When  a  single  unit  takes  time  out,  it  will  not  be 
deducted.  Two  time-out  periods,  or  stoppages,  of 
not  more  than  two  minutes  each,  will  be  permitted. 
One  point  penalty  will  be  granted  to  opponent  for 
each  stoppage  over  two,  in  each  quarter. 

TUG  OF  WAR 

The  teams  or  forces  can  be  made  up  of  any  num- 
ber of  units,  consisting  of  eight  or  more  men  to 
each  unit.  In  a  ten-unit  force,  of  eight  men  to  each 


ATHLETIC  MANEUVERS  73 

unit,  the  total  force  on  each  side  will  be  eighty. 
Each  force  will  have  a  commanding  officer,  a  signal 
officer,  one  field  officer,  and  one  bugler,  for  each 
unit.  The  commanding  officer  of  each  force  will 
maneuver  his  army,  or  force,  to  win  and  prevent 
loss  of  unit  contests. 

The  commander  can  shift  any  number  of  men 
to  any  unit.  His  entire  force  can  be  concentrated 
in  one  unit.  He  can  place  six  men  in  one  and 
twelve  in  the  other  unit.  Shifting  men,  however, 
cannot  be  done  until  after  the  tugs  have  been 
started.  Eight  men  must  be  on  each  side  of  the 
rope  when  the  start  is  made.  When  a  unit  has  been 
defeated,  the  men  may  be  considered  captured  or 
destroyed.  Or  they  can  be  distributed  to  other 
units,  or  used  on  a  single  unit  as  the  commanding 
officer  deems  wise.  Permitting  destroyed  or  de- 
feated units  to  reinforce  other  units  can  be  done 
only  when  the  commanding  officer  of  the  opposing 
forces  agree,  otherwise  the  unit  losing  a  tug  is  de- 
stroyed. If  the  forces  are  maneuvered  skilfully  the 
last  units  holding  out  will  find  the  eighty  men  on 
each  side  on  the  one  rope. 

The  standard  athletic  maneuver  bugle  signals 
will  be  used;  also  the  athletic  maneuver  signal 
code  will  be  used  to  send  orders  to  the  field  officers 
of  each  unit. 


74  ATHLETICS  FOR  ARMY  CAMPS 

Materials  Needed  for  a  Ten  Unit  Force  of  Eighty 
Men 

Ten  ropes,  not  less  than  125  feet  long  and  one  and 
one-half  inches  in  diameter,  without  knots  or  hold- 
ing for  hands.  The  rope  should  be  marked,  in  the 
center,  with  adhesive  tape,  or  a  permanent  mark. 

Theater  of  Operation  or  Field 

A  center  line  should  be  marked  upon  the  ground, 
with  the  side  lines  parallel  to  the  center  line  at  a 
distance  of  fifteen  feet. 

Ropes  should  be  stretched  upon  the  ground,  at 
intervals  of  fifteen  feet,  at  right  angles  with  the 
center  and  side  lines. 

The  units  should  be  designated  by  different  colors 
(See  Athletic  Maneuver  Signal  Code). 

When  the  bugle  calls,  "Assembly,"  the  men  will 
take  up  their  position  and  make  ready  for  the 
contest. 

Upon  the  bugle  call,  "Attention,"  the  ropes  should 
be  pulled  taut.  The  men  of  each  force  should  be 
outside  the  side  lines  and  the  center  of  the  rope 
over  the  center  line.  The  bugle  call,  "Forward 
march,"  will  be  the  signal  to  start  the  tug. 

The  force  winning  the  most  unit  tugs  wins  the 
trial.  The  winner  of  two  out  of  three  trials  wins 
the  maneuver  or  battle. 


VI 

MILITARY  FOOTBALL 

NOTE:  Any  question  of  rules  not  covered  in  the 
maneuver  regulations  will  be  found  in  the  Official 
Football  Guide,  published  by  American  Sports  Com- 
pany, 45  Rose  St.,  New  York  City,  N.  Y. 

Not  more  than  two  units  should  be  used  in  the 
early  stages  of  the  game.  In  the  beginning  at  least 
half  the  men  should  be  experienced  football  players. 
As  the  officers  and  men  learn  the  maneuvers,  addi- 
tional units  can  be  added  until  the  men  can  play 
with  unlimited  forces. 

The  fouls  and  penalties  in  football  will  apply  in 
the  football  maneuvers,  in  so  far  as  they  do  not  con- 
flict with  the  rules  laid  down  in  this  section. 

It  may  be  found  necessary  from  time  to  time  to 
change  the  rules,  style  of  play,  etc.  We  have  only 
made  a>  beginning  in  the  maneuvers,  and  experience 
will  no  doubt  enable  the  games  to  be  perfected  and 
the  objectionable  features  eliminated. 

The  company  football  with  100  or  more  men  on 
a  side  will  no  doubt  be  a  reality  this  fall.  Some 
very  good  work  was  done  at  the  105th  Engineers 

75 


76  ATHLETICS  FOR  ARMY  CAMPS 

by  Col.  Furgerson,  but  there  are  a  number  of  prob- 
lems to  be  solved  before  the  game  can  be  consid- 
ered workable. 

The  objective  of  each  force  or  team  is  the  goal 
at  the  end  of  the  lanes  of  operations.  The  five  or 
more  balls  are  five  separate  armies  or  columns  with 
the  goal  posts  as  their  objective. 

The  commanding  officer  of  the  team  or  forces 
should  plan  and  execute  the  campaign,  which  will 
last  for  thirty  or  more  minutes,  divided  into  two  or 
more  periods.  The  commander  should  place  his 
forces  in  such  a  manner  as  to  prevent  the  balls  from 
reaching  their  objective.  He  can  plan  an  offensive 
or  defensive  scheme.  The  object  is  to  run  up  the 
highest  score  against  your  opponent. 

The  teams  line  up  in  position  ready  for  play.  On 
a  given  signal  from  the  bugler  (see  Bugle  Code), 
the  five  or  more  balls  are  kicked  off  from  the  center 
line  in  the  direction  of  the  opponents'  goal  line  by 
the  team  that  won  the  toss.  The  balls  must  be  kept 
in  their  own  lanes  of  operations ;  if  kicked  out  of 
bounds  the  ball  will  be  put  in  play  at  the  point 
where  it  left  the  lane.  Team  work,  combination 
plays,  maneuvers,  etc.,  are  left  to  the  commanding 
officer  to  work  out  and  execute.  He  plans  and 
directs  his  attack  or  defense  according  to  military 
principles.  The  commander  may  use  his  forces  in 


MILITARY  FOOTBALL  77 

any  manner  that  he  may  desire  in  so  far  as  they  do 
not  violate  any  of  the  rules  governing  the  contest. 

The  commanding  officer  is  a  non-competing  player, 
who  directs  the  play  from  the  side  lines.  He  will 
have  a  signal  officer  who  will  signal  his  orders  to 
the  field  officers,  directing  them  to  shift  their  posi- 
tion, send  reinforcements,  etc.,  to  various  points. 
He  will  be  permitted  to  reinforce  units  by  drawing 
men  from  other  units. 

One  field  officer  only  wrill  be  allowed  for  each  unit. 

The  Athletic  Maneuver  Signal  Code  will  be  used. 
(See  Signal  Code  in  Military  Soccer  section.) 

RULES 

Players  Numbered 

Each  player  should  be  numbered  and  have  a  six- 
inch  plain  number  pinned  or  sewed  upon  the  back 
of  his  shirt.  In  units  of  twelve  the  players  should 
be  numbered  from  one  to  twelve. 

Field  Officer 

The  field  officer  shall  not  play  the  ball,  but  direct 
the  play.  He  must  not  obstruct  the  play  of  oppos- 
ing team. 

Signal  Officer 

The  signal  officer  will  send  signals  to  field  officers. 
He  shall  not  play  the  ball  or  go  upon  the  field. 


78  ATHLETICS  FOR  ARMY  CAMPS 

Officials— Their  Duties 

Unit  Referee.  The  referee  will  put  the  ball  in 
play,  decide  when  it  is  in  play,  to  whom  it  belongs, 
and  when  it  has  been  scored.  He  shall  call  all  fouls. 
He  shall  decide  upon  violation  of  rules  and  admin- 
ister all  penalties.  He  shall  order  time  out  in  his 
unit  when  necessary,  etc. 

Umpire.    The  umpire  shall  assist  the  unit  referee. 

General  Referee.  He  shall  give  the  signal  to  start 
the  game ;  can  call  time  out  for  both  forces.  He 
shall  be  the  final  authority  upon  question  or 
rules,  etc. 

General  Scorer.  The  general  scorer  will  tally  the 
score  of  both  forces  and  notify  the  referee  of  the 
result.  He  shall  make  a  permanent  record  of  the 
contest. 

Unit  Scorer.  The  unit  scorer  will  keep  the  score 
of  his  unit,  record  all  fouls,  and  notify  the  referee 
and  general  scorer  of  the  results  in  his  unit  at  the 
end  of  each  half. 

Timer.  The  timer  will  keep  the  time  of  the  man- 
euver. He  will  deduct  time  consumed  for  stoppages 
of  the  forces  only.  He  shall  indicate  by  blowing  a 
whistle  the  expiration  of  the  playing  of  each  quar- 
ter or  half. 


MILITARY  FOOTBALL  79 

Time  Out 

When  a  single  unit  takes  time  out,  it  will  not  be 
deducted.  Two  time  out  periods  or  stoppages  of 
not  more  than  two  minutes  each  will  be  permitted. 
One  point  penalty  will  be  granted  to  opponent  for 
each  stoppage  over  two  in  each  half. 

Number  of  Players 

The  game  can  be  played  by  any  number  of  units 
of  twelve  or  more  men  to  each  unit — eleven  or  more 
players  and  one  field  officer. 

Dimensions  of  the  Field 

The  dimensions  of  the  lanes  shall  not  be  less  than 
40x60  yards,  nor  more  than  75x200  yards  for  each 
lane  of  operations.  The  larger  the  number  of  units, 
the  greater  the  length  of  lane. 

Field,  or  Theater  of  Operations 

The  field  should  be  marked  by  boundary  lines 
with  a  flag  on  each  corner,  5  feet  -high.  The  lines 
on  the  sides,  known  as  the  side  lines,  should  be 
drawn  at  right  angles  to  the  goal  lines  on  the  ends. 
The  lane  lines  should  be  drawn  parallel  with  the 
side  lines  at  intervals  of  from  50  to  100  yards.  The 
field  or  theater  of  operations  should  be  marked 
with  white  lines  every  five  yards,  parallel  with  the 
end  lines. 


80  ATHLETICS  FOR  ARMY  CAMPS 

End  Zones 

A  space  thirty  feet  behind  the  end  or  goal  lines 
should  be  marked,  to  be  known  as  the  end  zones. 

Goals 

The  goals  should  be  upright  posts  on  the  goal 
lines,  firmly  fixed  in  the  ground  and  equidistant 
from  the  side  or  lane  lines.  The  goal  posts  should 
be  not  less  than  20  feet  in  height,  and  18  feet,  6 
inches  apart,  with  a  cross  bar  10  feet  from  the 
ground.  Each  unit  will  have  its  own  goal. 

The  Ball 

The  regulation  football  will  be  used. 

Duration 

Duration  of  the  maneuver  will  be  from  30  minutes 
to  one  hour,  divided  in  halves  and  quarters.  The  rest 
periods  between  halves  should  be  ten  minutes ;  be- 
tween quarters,  two  to  three  minutes. 

Choice  of  Goals 

The  winner  of  the  toss  will  have  option  of  goals 
or  the  kick-off. 

Starting  Game 

One  ball  should  be  placed  in  each  lane  upon  the 
40-yard  line  of  the  side  kicking  off.  The  game  will 
start  with  the  kick-off  of  all  the  balls  at  one  time, 
in  the  direction  of  the  opponents'  goal  line.  The 


MILITARY  FOOTBALL  81 

kick-off  forces  must  not  go  over  the  40-yard  line 
until  the  balls  are  kicked  off. 
Changing  Goals 

Goals  will  be  changed  at  the  end  of  the  first  half, 
or  after  all  of  the  balls  have  been  scored  by  one  or 
both  forces. 
Dead  Ball 

A  ball  is  dead  when  it  is  kicked  or  carried  through 
the  goal.     It  cannot  be  put  in  play  again  until  all 
of  the  balls  have  been  scored  by  one  or  both  teams, 
or  at  the  end  of  the  half. 
Men  on  Ball 

Any  number  of  men  can  play  a  ball  at  one  time. 
Reinforcements 

The  commanding  officer  can  shift  any  number  of 
men  from  one  lane  of  operation  to  another  after  the 
kick-off.  He  may  have  two  full  teams  playing  in 
one  lane  by  drawing  one  or  two  men  from  other 
points.  • 
Defeated  Unit 

When  a  unit  is  defeated  it  is  destroyed  and  can- 
not be  used  to  reinforce  another  unit  until  the  end 
of  the  half ;  or  after  all  of  the  balls  have  been  scored 
by  one  or  both  teams  or  forces.  Men  withdrawn 
from  a  unit  before  the  ball  is  within  ten  yards  of 
the  goal  will  continue  in  the  play  on  the  units  which 
they  have  been  detailed  to  reinforce. 


82  ATHLETICS  FOR  ARMY  CAMPS 

Using  Adjoining  Lanes 

When  a  unit  is  defeated  its  lane  cannot  be  used 
by  teams  in  the  next  lane  of  operations.  The  ball 
must  be  kept  in  their  own  lanes. 

Scoring 

A  touchdown  will  count  6  points ;  goal  from 
touchdown  1  point ;  goal  from  field  3  points ;  safety 
2  points. 

Definitions 

Touchdown.  When  the  ball  is  carried  by  a  player 
over  the  goal  line  between  the  goal  posts  it  will  be 
considered  a  touchdown. 

Goal  from  Touchdown.  A  goal  from  touchdown 
is  made  by  kicking  the  ball  over  the  cross-bar  be- 
tween the  goal  posts.  It  must  not  touch  the  ground 
before  passing  through  the  goal. 

Goal  from  Field.  When  a  ball  is  kicked  from 
the  field  over  the  cross-bar  between  the  goal  posts 
by  drop-kick  or  place-kick,  it  will  be  considered  a 
goal  from  the  field. 

Safety.  When  a  ball  is  carried  by  a  player  over 
the  goal  or  end  line  outside  the  goal  posts  it  will 
be  considered  a  safety. 

Winning.  A  field  goal,  or  its  equivalent  in  points, 
will  win  the  unit  contest.  The  force  winning  the 
largest  number  of  unit  contests  wins  the  maneuver. 


MILITARY  FOOTBALL  83 

Out  of  Bounds.  A  ball  is  out  of  bounds  when  it  is 
outside  the  side  or  lane  lines.  A  player  stepping 
over  the  side  or  lane  lines  is  out  of  bounds. 

Out  of  Bounds 

If  a  ball  be  kicked  out  of  bounds  before  crossing 
the  goal  line,  it  shall  belong  to  the  opposing  team. 

If  a  ball  at  kick-off  goes  out  of  bounds  without 
being  touched  by  any  of  the  players,  it  will  be  put 
in  play  again  from  kick-off.  If  the  ball  is  kicked 
out  the  second  time,  it  will  go  to  the  opponents. 

If  a  ball  goes  out  of  bounds,  it  will  be  put  in  play 
15  yards  from  the  side  line  at  a  line  with  the  point 
where  it  left  the  field. 

If  a  ball  be  carried  out  of  bounds  by  a  player,  it 
will  be  put  in  play  again,  15  yards  from  the  sideline 
on  a  line  with  the  point  where  it  left  the  field.  A 
team  will  not  lose  the  ball  when  a  player  carries  or 
is  forced  out  of  bounds. 

Scrimmage  Line 

When  eleven  men  are  on  a  unit,  the  lineup  is  the 
same  as  in  regular  football ;  when  twenty-two,  four- 
teen men  are  on  the  scrimmage  line,  one  quarter- 
back and  seven  men  in  the  back-field. 

Removed  From  Game 

When  a  man  is  once  removed  from  the  game,  he 
cannot  return. 


VII 

WRESTLING  RULES 

CATCH-AS-CATCH-CAN 

Scale  of  Weights : 

Bantam,  115  Ibs.  or  under 
Feather,  125  Ibs.  or  under 
Light,  135  Ibs.  or  under 
Welter,  145  Ibs.  or  under 
Middle,  160  Ibs.  or  under 
Light  Heavy,  175  Ibs.  or  under 
Heavy,  over  175  Ibs. 

The  Ring 

The  ring  shall  be  24  feet  square,  or  as  near  that 
size  as  possible.  The  ring  shall  be  enclosed  with 
two  strands  of  rope,  one  above  the  other,  forming 
a  square  of  24  feet.  The  top  strand  of  rope  shall 
not  be  higher  than  4  feet  from  the  floor,  the  bottom 
strand  about  24  inches. 

There  shall  be  no  obstruction  inside  the  ring.  At 
the  sound  of  the  gong,  corner  chairs  shall  be  in- 
stantly removed ;  posts  should  be  well  paaded. 

84 


WRESTLING  RULES  85 

Mat 

The  mat  or  padding  on  the  floor  of  the  ring  shall 
not  be  less  than  one  inch  thick. 

Duration  of  Bout 

The  duration  of  a  bout  shall  be  fifteen  minutes. 
If  a  fall  has  not  been  secured  in  fifteen  minutes,  two 
minutes'  rest  shall  be  given  and  the  bout  then  con- 
tinued for  five  minutes  longer.  If  no  fall  has  been 
secured,  the  referee  shall  render  a  decision  to  the 
contestant  who  has  displayed  the  best  qualities  or 
who  has  been  most  aggressive.  By  mutual  agree- 
ment the  best  two  out  of  three  falls  to  a  finish  will 
decide  the  winner. 

A  Fall 

When  both  shoulders  are  pinned  to  the  floor  at 
the  same  time  the  wrestler  shall  be  considered 
down. 

Seconds 

Each  wrestler  will  be  entitled  to  one  second  only. 

Coaching  and  Advice 

Coaching  or  advice  shall  not  be  given  the  wres- 
tlers by  seconds  or  spectators. 

Bandages 

Bandages  on  the  hands  will  not  be  permitted. 


86  ATHLETICS  FOR  ARMY  CAMPS 

Off  the  Mat 

If  the  shoulder  of  a  contestant  is  off  the  mat,  the 
referee  will  order  the  men  back  to  the  center  of 
the  mat.  The  men  will  assume  the  holds  and  posi- 
tions previously  occupied.  If  the  referee  is  unable 
to  determine  holds  and  positions  of  the  contestants, 
he  will  have  them  assume  a  standing  attitude. 

Barred  Holds 

The  Strangle  will  be  considered  a  foul.  Hammer- 
lock,  Full  Nelson,  and  Toe  holds  barred  by  mutual 
agreement. 

Gouging,  striking,  kicking,  and  hair-pulling  will 
be  considered  fouls. 


VIII 

MILITARY  PUSH  BALL 

ARRANGED  FOR  AN  ENTIRE  PLATOON 

RULES 

Field 

The  dimensions  of  the  field  shall  not  be  more  than 
100  yards  in  length  and  50  yards  in  width.  The 
field  shall  be  marked  by  boundary  lines  with  a  flag 
five  feet  high  on  each  corner.  The  lines  on  the 
sides,  known  as  the  side  lines,  shall  be  drawn  at 
right  angles  to  the  end  or  goal  lines. 

The  field  shall  be  marked  with  lines  every  ten 
yards,  parallel  with  the  goal  or  end  lines. 

Goals 

The  goals  shall  be  upright  posts  on  the  goal  lines. 
The  goal  posts  shall  be  25  feet  apart,  firmly  fixed  in 
the  ground,  with  a  bar  across  them,  seven  feet  from 
the  ground. 

Balls 

The  ball  shall  be  not  more  than  six  feet  in  diame- 
ter with  leather  cover  over  an  inflated  rubber 
bladder. 

87 


88  ATHLETICS  FOR  ARMY  CAMPS 

NOTE  :  Push  balls  stuffed  with  straw  or  hay  should 
not  be  used. 

Officials — Their  Duties 

Officials  shall  be:    A  referee,  umpire,  two  lines-- 
men,  timekeeper,  and  scorer. 

Referee.  The  referee  shall  put  the  ball  in  play, 
and  decide  when  it  is  in  play  and  when  it  has  been 
scored.  He  shall  decide  upon  all  violations  of  rules 
and  administer  penalties.  He  can  order  time  out 
when  necessary. 

Umpire.  The  umpire  shall  assist  the  referee.  He 
shall  have  power  to  call  fouls  and  administer  penal- 
ties. He  cannot  order  time  out.  He  has  no  juris- 
diction over  the  ball. 

Linesmen.  The  linesmen  under  the  supervision 
of  the  referee  shall  mark  the  progress  or  distance 
gained.  The  center  of  the  ball  will  be  the  marking 
point.  Linesmen  shall  see  that  the  ball  and  players 
are  in  the  proper  positions. 

Timer.  The  timer  shall  keep  the  time  of  the  con- 
test. He  shall  deduct  time  consumed  for  stoppages 
only.  He  shall  indicate  by  blowing  a  whistle  the 
expiration  of  playing  time. 

Scorer.  The  scorer  shall  tally  the  score  of  both 
teams  and  notify  the  referee  of  the  result.  He  shall 
make  permanent  record  of  the  contest. 


MILITARY  PUSHBALL  89 

Choice  of  Goals.  The  winner  of  the  toss  shall 
have  choice  of  goals. 

Starting  the  Game.  The  ball  shall  be  placed  upon 
the  center  line,  at  an  equal  distance  from  the  side 
lines.  The  game  shall  start  upon  signal  of  referee. 
The  ball  shall  be  placed  at  center  at  the  beginning 
of  each  half. 

Lineup  of  Teams 

Teams  shall  consist  of  one,  two,  or  three  squads, 
which  shall  line  up  as  follows:  one  squad  (eight 
men),  four  on  the  30-yard  line,  two  on  the  20-yard 
line,  one  on  the  10-yard  line,  and  one  goal-keeper. 

With  two  squads  the  number  is  doubled,  eight  on 
the  30-yard  line,  four  on  the  20-yard  line,  two  on  the 
10-yard  lin'e,  and  two  goal-keepers. 

With  three  squads,  twelve  on  the  30-yard  line,  six 
on  the  20-yard  line,  four  on  the  10-yard  line,  and 
two  goal-keepers. 

Scoring  of  Goal 

A  goal  is  scored  when  it  is  pushed  between  the 
goal  posts  under  the  bar.  It  will  count  five  points. 

Top-Goal 

A  top-goal  is  scored  when  the  ball  is  lifted  over 
the  cross  bar,  between  the  goal  posts.  It  will  count 
eight  points. 


90  ATHLETICS  FOR  ARMY  CAMPS 

Safety 

A  safety  is  scored  when  a  ball  crosses  the  end  or 
goal  line  at  any  point  between  the  side  lines.  It  will 
count  two  points. 

When  a  safety  is  scored  the  scoring  team  will  be 
given  a  free  rush  from  center. 

Free  Rush 

The  ball  will  be  put  in  play  at  center.  The  team 
entitled  to  a  free  rush  will  line  up  on  the  10-yard 
line.  The  opposing  team  will  line  up  on  its  own 
goal  line. 

When  the  referee  gives  the  signal,  both  teams 
will  run  for  the  ball. 

Change  Goals 

After  a  goal  or  top-goal  is  scored,  the  ball  will 
be  put  in  play  at  center.  Teams  will  change  goals 
at  the  end  of  the  half,  or  after  a  goal  or  top-goal  has 
been  scored. 

Duration  of  Game 

The  duration  of  the  game  shall  be  for  one  hour,  in- 
cluding rest  periods.  The  game  shall  be  divided 
into  halves  of  twenty-five  minutes  each,  with  a 
ten  minutes'  rest  period  between  halves. 

The  game  can  be  played,  by  mutual  agreement, 
divided  into  quarters  of  twelve  minutes  each,  with 


MILITARY  PUSHBALL/  «''.  *^:;  -     91 

eight  minutes  between  the  halves  and  two-minute 
rest  periods,  following  first  and  third  quarter. 

Uniform 

The  regulation  uniform  of  the  United  States 
Army  shall  be  worn.  Cleats,  plates,  or  nails  shall 
not  be  worn  on  the  shoes. 

Fouls 

Striking,  kicking,  tripping  or  stiff  arming  of  the 
opponent  will  be  considered  a  foul.  A  penalty  of 
twenty  yards  shall  be  imposed  by  the  referee  for 
the  violation  of  this  rule. 

Holding  or  pulling  an  opponent  away  from  the 
ball  with  the  hands  will  be  considered  a  foul.  Pen- 
alty, ten  yards.  No  interference  shall  be  offered  an 
opponent  before  the  ball  is  in  play.  Penalty,  five 
yards. 

RULES 

Out  of  Bounds 

A  ball  will  be  considered  out  of  bounds  when  it 
is  outside  the  side  lines.  The  referee  will  put  the 
ball  in  play  25  yards  from  the  side  line,  on  the  line 
with  the  point  where  it  left  the  field.  Players  will 
line  up  20  yards  back  of  the  ball,  the  referee  will  give 
the  signal,  and  the  play  be  resumed. 


92  ATHLETICS  FOR  ARMY  CAMPS 

Penalty 

If  a  team  be  penalized  a  distance  that  would  carry 
the  ball  over  the  10-yard  line,  the  referee  will  put 
the  ball  in  play  on  the  10-yard  line. 

Distant  Penalty 

Distant  penalty  will  not  be  levied  that  will  carry 
the  ball  nearer  than  10  yards  from  the  goal. 

Fouls  in  Ten-Yard  Line 

Violation  of  rules  within  the  10  yaids  will  carry 
a  penalty  of  a  free  rush  to  opposing  team  after  goal 
has  been  scored. 


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OCT  8  1911 


1994 


DEC  0  5  1994 

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